Ok so its been a frustrating week or so trying to make UDK run. I've already uninstalled and reinstalled stuff, UDK(Nov 2011 version and the Jan 2012),net framework,ati drivers.. It was working fine before(NOV 2011 version) I installed it tried it and for a while didn't use it.Between the time it was last working and now…
Due to popular demand I'm making the dark ninja Ayane for UT2003/04. Despite looking like a Sailormoon extra and coming in a gift wrap she's a deadly assassin and the most popular character in the DoA roster. Ayane is untextured except for the eyes and an alphamap for the hair. I've put edgeloops where the materials change…
Hi, I'm not an animator so I'll let some one else crit that. The modelling looks good but overall the model is coming off very bland, he would be fine as a generic bad guy canon fodder character but is he memorable as a portfolio piece? Try adding some colour variation to the cloth, perhaps embroidery or oriental designs.…
Thanks for the advice dude. I guess I know what you mean. But I feel like I should be able to produce any model no matter the complexity of the resulting topology, and to be able to do it within a decent time frame. I can't currently do these things. I can see how it would be less of a problem in a small/indie studio, but…
Honestly, after trying to make the transition from 3.1 to 3.5 mid-project, even with the in-person assistance of somebody who was on the beta testing team for 3.5, my conclusion is that the core of the problem is 3.5 sucks. They introduced a lot of new stuff without working the bugs out, added a whole lot of new problems…
Thank you soo much dude for those pointers :) i Copied em onto a sticky note!. your right! Ive been busting a nut over last few weeks and ive progressed alot, i mean 3 weeks ago I would have no hope in hell of texturing how I do now! Your also right on the optimization, I do obsess over TRI count and with UE4 etc out now,…
You sneaky person =^w^= I haddent planned on getting feedback for my high res yet because after talking with a recruiter for arenanet that actully visited my school he recommended that i come here for feed back and we agreed after a long while that I should go back and revisit my grey box. But regard less that's very nice…
I agree with everything you said Farfarer. Volume preservation is very important indeed. I've seen that in most of the later games, the arm bends are not nearly as badly overlapped/clipped. The only rigging issue I saw in Tomb Raider for instance was in a scene where Lara is hanging by her feet while having to shoot down…
2034 for that medivac 3240 for the massive battlecruiser ship... call of duty is fps vehicles are veiwed from close much much more detail is needed texture sizes...from making thousands of of textures... you may be right that the model there is using a 1024* maybe but in game its never that size so they probably use a 512…
@Nicodemaus thanks and as for the hair ill be tackling that next but i start with planes and kinda tuck and combine @alemja thanks for the draw over and sorry i guess i miss spoke my overall is 12000 but the character is only at about 4000 without cleaning and i agree on making sure not too much on the polycount b4 details…