I would suggest learning the landscape system in Unreal, and using it for the bulk of the terrain. You can then spice it up with detail meshes. The craters for example can be heightmaps imported into the terrain, then embellished with detail rocks and/or cliffs.
@Will_Maccabe hey thanks for the feedback. I know I need to create a strap system for the armor but I think I will do that along with the other belts and leather bits after I finish with the key items.
Hi, Im not very experient but I think this can help you a bit, is a book named Lighting & Rendering by Jeremy Birn I started to study and the theory can be apply for any system... Hope it is helpful
On April 8th of this month, extended support for Windows XP has ended, so no more updates or security patches whatsoever. It's officially a dead operating system that will just continue to grow more vulnerable over time.
I really dislike the baking system in Max, I tend to do most of my baking in Maya or xnormal. Just a personal preference though, but give baking a try in Maya it just has less hassle to it.
i'm not (more than usual). it'S actually a better modeller than many programs out today. just left behind, pure unobtainium and not able to run on a modern system. like softimage will be in a few years time.
Like Bal said, Zbrush's matcap system isn't really meant with few faces in mind. It'll take even more subdiv levels (5 or 6) to get an 8 sided cylinder looking smooth.
Well. For example For a long time my system crashed entirely if I had any 3d accelerated app running with flash in background. Or two 3ds apps. Or they couldn't recovery after long time or inactivity.
Just a random guess, but are you sure you're editing the right material? If you double click on your mesh it will select the material which is applied to it. If you are, which video card and operating system are you using?