I'm looking into using 3ds max as a game level editor, and am examining the particular task of laying out a very long trench level. It'll be made out of a library of instanced trench segment pieces, snapped into place by hand, and populated with instanced NPCs. I'm imagining that at some point the scene is going to get…
Hi guys, We are currently working on our final project for school. Our plan is it to make a InGame Trailer in UDK. We are also planing to let people walk through the level at this years Gamescom. (right now we are heading into our 3rd month in working with UDK). Our Team consists out of 2 people. (Justin Green and Martin…
I noticed when going through several textures including those from recent Resident Evil games (0, 4 & 5) that they tend to have a good deal of blank space at the right end of the histogram. Basically it appears they've just dropped the brightness a little to push the 'hump' to the left with the highlights tailing out…
Looking really great! Im excited to watch this develop :) The armor is coming along really well I think. If you're open to critique I'd like to just say that the concept image you shared at the beginning seemed to have a really kickass overall shape to her which might be getting lost a bit here. The image at the beginning…
Gallows, achmedthesnake, Slaught: Thanks! danshewan: You're right about the feet. I was thinking I'd try something fairly functional looking, but they just look a bit odd instead. The straight vs. curved edges thing is good advice. DnS: I'm definitely considering making the legs a bit more solid and bulky; I kind of like…
Oh this is very nice :) The texturing looks great man, and there is a lot of cool little details that really help sell this as a real place :) I think my only crit right now is colour wise, its a little un-appealing. I mean I know its a dark scene, but right now there is no visual interest for me, nothing is drawing my eye…
Hmm, it might just be me being a noob :smiley: So you modeled the door and other details seperatly, and then attached them to the main corridor mesh for now right? And you can then detach them later if you wanted, but right now they are attached as 1 big model correct? Sorry, not trying to nitpick or anything. Im just used…
Hey man, this looks really good. Sorry if I'm a bit late with my feedback but I missed out this wip somehow... Anyway, I think the shape of your orbital rim might be off: If you google some pictures of skulls, you'll notice the orbital rim always "descends" towards the side like a "sad brow". Right now your orbital rim…
Hey ladies and gents, I HAD the same issue with Quixel and PHS after reinstalling my system. I received the same error message when trying to create a base material, respectively when opening the 3DO viewer. At least for my system, I found a solution. Hope this might help you people as well. Since I faced several issues…
Hey guys and gals, I'm new here, so plaese don't be too harsh. Anyway the problem i'm getting is strange shading on static meshes. (Check images below) I'm running UDK July 2012. It's modelled in Google Sketchup, triangulated and then exported as an .fbx. The texturing is also done in Sketchup, which doesn't invole a UV…