Once again thank you, I shall take a look at the CV and update it. Regarding the popping at 14 seconds this is a recording error since it was 2 separate recordings and it seems the project files I used to record have long gone. Would a cross dissolve in editing be a cop out way to ease the transition?
I assume you are using them as floating Geo to bake to a normal map? If so, then they don't need to be inside the model. The bake will project the normals onto the low-poly and it should look seamless when the NM is applied. Just make sure the floaters aren't overlapping(as in your image) as this will cause errors on the…
Hey! Anthony from Unity Connect. You can most definitely submit projects that have been used before! No need to be original. Our goal is to make the contest have the lowest barrier of entry to submit so that you can showcase your portfolio the fullest. That's an error in the legal print that we will remove.
I haven't used any modular pieces in here at the moment, but the walls are all currently one mesh, which I assume has caused the wierd errors in the sharp angles such as the ceiling and left wall crease. I can't really compare as I haven't used UDK/UE3 much previously. Sorry!
The still-playing audio makes me think it has to do with your GPU, but the HDD read icon flashing...hmmm... Go to Computer Management (rmb on My Computer > Manage) , then in the left menu go to Event Viewer > Windows Logs > System, go down the middle list and see if there are any errors listed.
Reloading animations can reveal those unseen bits. Also holes in the mesh can cause shadowing errors. Deleting a few faces here and there doesn't really save anything anyhow, you would have to delete a bunch of vertices to actually save transform cost and/or memory. (as always, great advice EQ!)
Really awesome stuff man! I know you turned it in already but one thing that keeps catching my eye is there seems to be a lightmap error on the edge of that steel roofing piece on the right side where you have that solid black edge. Good luck, hopefully you hear back good things
Yes. The DynaMesh remeshing process can only work on volumes and not on surfaces. Something to do with how it uses the resolution to determine the 3d grid that gets wrapped over the model. It's very volume-based to the point where thin meshes will lead to holes and other errors, and a flat plane will cause all sorts of…
Its possible that pixologic didn't tested this enough and this is overall data handling bug. This need to be reported even if test case is ridiculous. However, layer system in zbrush is very buggy and error-prone. I use it all the time and have learned lots of strange rituals to avoid fucking up my sculpts.
Ok I got the file, but I'm getting a version error when I try and open this: Strange, I usually see this when I try and open a file from a version of UDK newer than mine. But I am running November 2012, which I thought was the latest. Any ideas on this?