I noticed a couple things right away that could really help this asset out. 1) Style and Variation - Even the simplest asset tells a story both with the model and with it's textures. Coffee stains on a desk, rust on old pipes, paint chipping off of wood...etc. Your barrel right now has one plain wood texture and a simple…
You can decimate them before scattering. it's more logical. Once scattered you turn them into true mesh and subtool and then export as usual. There is also a pretty old quick approach of having midpoly baked into single displacement texture with all UV patches oriented accordingly with as equal texel size as possible .…
I think having the bulk of their innovation be hardware based was Nintendo's biggest mistake. Unfortunately they sacrificed memory for a "wow factor". The Wii is a lot of fun at first, but after the novelty wears off you're left with a sub-par console in terms of graphics and processing power. The Gamecube suffered a…
Externally Referenced Means you have Assets outside of the Content folder in the UDK install. Anything that is not inside that folder will not be added to a cooked game. This is why you get the error. All Assets used inside UDK MUST be in the folder c:\UDK\UDK-2011-**\UDKGame\Content. Or you will get the Externally…
This looks lovely. the city is just damn impressive. Lighting really kicks. What really pisses me of is the reaction by some people on common game forums. While a few people really appreciate the look and quality of the game I've seen quite a few comments who really brag about quality here. And they don't mean animation or…
When I have to use Maya for modelling rather than Silo I try to set up hotkeys to make it as Silo-like as possible. My basic toolkit is as follows (all hotkeyed) : extrude Slide edge merge vertice tool (aka target weld) collapse edge select edge ring (select edge loop is built-in already to double left click) split ring…
We are happy to announce a new Amplify Motion update. Among other improvements, memory footprint has been reduced, CPU and GPU Skinning has been greatly optimized and we fixed a critical blurring issue that affected covered/occluded moving meshes in OSX. Important Notice: Support for Unity 4.x has been dropped starting…
Paul68Rageous: Sure, and thanks :)https://dl.dropbox.com/u/251256/Fasthawk/Fasthawk.zip If anyone else wants to take a look, feel free to do so. Farfare: I have just tried Handplane, not sure if I'm using it right but I get literally the same normal map. What I did: 1) Went back to 3dsmax and bake object space normal with…
Well DWar is a special case anyways. He might have done it in order to fit inside that arbitrary polygon limit given by the comp, who knows. In real life it would be of no use, but for an online comp its safe to stay on 'target' even if it is technically pointless. It's true that if you take 4 triangles connected to each…
Actually double smoothing in Max is exactly what creasing does in Maya. In Max: Put one TurboSmooth with 2 subdivisions with "Separate | Smoothing Groups" on and then another Turbosmooth without the Smoothing Groups option. The equivalent In Maya: Select all the hard edges have them have a crease value of 2 (always use a…