Hey Serene, James covered pretty much everything that really needs to be said but Ill throw in some extra advice. If this is for a portfolio piece separate it out into the different assets your working on. Instead of doing the plane a hanger and props maybe just focus on the plane for now. Throw the plane into an HDRI…
https://installation01.org/ Hello users of Polycount! It's been a long time since I last posted here. In the past four years since this thread was created and Installation 01 has grown beyond anything I ever dreamed it would be. Having the project been blessed by 343 Industries and a massive supportive fanbase with over…
Hi, On your project and on your mesh in, dont put "create uv for lightmapped". Do your lightmap as an AO and check the raw file (if i remembered) in your folder. Open photoshop and copy it to your diffuse model. It will be exactly the same uv so you can put it in multiply normaly. Reimport your diffuse in unity, clear your…
Final Submission OK, so after joining the challenge well after the start date and not being able to put in as much time as i'd have liked due to other commitments (which i'm sure was a problem for most people) this is my final entry. Unfortunately it's not got everything in I had planned to put in but the general idea is…
I like the design most. I hate the small technical fuck-ups in some of the texture maps that are mostly invisible unless I get in really close but *I* know they are there. I also hated having to try and wrestle with Unity to get things to look good. I recruiter encouraged me to try and at least get passingly familiar with…
Hi, This is an older post. But it seems some things are being said here that I like to verify. I have been testing several setups baking a normalmap from hi to lo poly using XNormal. I get the best results when using one smoothing group on the lo poly mesh. But this does result in gradients in the normalmap as discussed…
Yay, it indeed works! This is a very useful for anyone using Blender as their main modeling app, but need to set up their stuff for Maya, Max or Modo and so on. I couldn't get maya tangent space from handplane to work in Maya 2015's viewport 2.0. But object space work beautifully though. Unity and Blender most likely use…
@ UltraLrod >> haha nooo.... Give it a try downloading Unity ^_^!! You also need the 1kUSD license minimum to be able using it with iOS anyway and a Apple developper account is 99$USD a year if you want to have the chance to compile on your i-device. :( (also need a MAC) @Nysuatro >> Thanks! @Mike Yevin >> wow... with…
@ sushi - Production is going well on Super Kart Racing, you can find video updates on the site for the game. http://www.superkartracing.com/ @DWalker - Yeah you might see a bit of tiling if the camera is zoomed out medium to far distances. You don't notice a bit of tiling at ground level driving around. Developers are…
you don't know what you want- I guess you should figure that out first. Like why would you go with UDK, what are the alternaitves. Is this for you to learn UDK or to actually make a platformer game? Because if it is about the 2nd you better have a look around alternatives to see what gets you to the goal the most…