Nice work Burtpoly - I like the minimalistic look! Good start on the Castlevania scene too Refraction. My WIP/blockout to get a feeling for the program and what I want to do with the scene:
The props and scene overall look great, but if this scene is aimed towards a real time game environment there is a lot you could do to optimize your assets. They appear to have a ton of unneeded loops
RE - the torture scene: This scene revealed so much more to Trevors character than just about everything else (except for Patricia). Not spoiling it for anyone, but it really makes you rethink him.
Pretty nice folio. Would be nice to have more a breakdown of the scene tho. Right now it's just a single image, not showing the models and textures that compose the scene is a missed trick, I feel.
Scene is currently aviable on ue4 marketplace: https://www.unrealengine.com/marketplace/metro-station-modular-kit Placed more objects in the scene, i think it's more intresting now. Here are some shots:
I also want to know, I have no problem exporting a scene as an .fbx file from UDK, however it doesn't seem to export the character even if I've placed it in the scene and chosen to export it
Hi I made a sample scene for you :) Uses the same export settings I posted here before, here is the link SAMPLE SCENE DOWNLOAD here is a fast comparison. Hope this help!
IIRC the biggest differences in the templates are the skydome (material) and the dominant directional light. Why not delete those in your scene and copy them FROM the template and INTO your scene? you'll have to rebake, of course.
I thought there should be a backstory to the scene, why it is floating in space, here is the controls to the island. Not sure where should I place it yet, going to try different places as I finish the scene.
"Would i make the scene in maya and export one instance of of each mesh i need" No. You make one in maya, export it, and build the scene in UDK. Don't build in Maya at all.