I reckon the simplest within the time frame would be the Parkour system, there are plenty of tutorials regarding triggering climbs, falls and so on. It would be a large amount of motion graph work. Interactive deaths would be sweet as well, it would show your skills and imagination off, never implemented something like…
Your work is definitely not bad. Yes, there's quite a bit of work to do - I think people in this thread have done a very thorough, helpful job with that - so really all I have to say is more motivational than constructive criticism per say. When I finished college a few years ago, I was with a lot of people of various…
It looks good but a bit too simplistic. You have around 6 colours being (grey, light green, dark green, red yellow/bage and dark grey/blue). It reminds me of a tutorial level in one of my 3DS max books which also uses a mental hospital. Maybe try and balance out some of the colours by adding in maybe a rusted out car or…
The documentation being in Japanese doesn't help, but a few months from now there should be plenty of tutorials if not a full translation. This program uses Qt 5 for the GUI, so there's at least a standard of quality regarding the interface. It uses a "Level" abstraction, it's like a level is a sequence of frames. You…
Sorry about the wait for this guys. I have been busy practising Substance Designer and also doing work on another project. Here is some shots of the graph and a render from the Substance viewport. The Graph: Render: Everything is commented and each section of the Substance is framed to explain what each portion of the…
Ok, i've been looking at various ways of doing the crazy hair she has, and have come to three different directions: 1: Sculpt the hair in Zbrush using zsphere strands. 2: Sculpt in zbrush using high density model plus snakehook tool. 3: ignore hair in zbrush and go straight to photoshop with flat planes on the haid for…
Looking much better.. good job, but I suspect you are rushing the process. Your textures are very general and are not telling me a story as to what that object has gone through. Also your color is very out of the box(pardon the pun) and depending on the type of paint that was used to paint that object it would oxydize in a…
I think this is your problem. You don't need to do that. You can create your terrain however you want and then model the road to match that terrain. You can break up your road into pieces but they don't have to be modular pieces. What I mean by that is that usually modular road sections (say for a city) will consist of a…
As long as I get more feedback I can figure more out, all I need udk for at the moment is the particle systems, I had an idea and I wanted to see if It was possible. I will post all the finals I guess on here or in pimp'n to show you guys what I meant if I get It to work. :( It's a big idea to me. haiddasalami & everyone:…
Hoo boy. Okay, first off your topology is a big ol mess. Probably the most important lesson you need to learn about modeling is how to control your topology. I can see you have issues where an edge loop you need in one area goes all the way around your model and is just wasted geometry in another area. That's an indication…