for your first model i guess, it looks really good, next step is to focus on details or redo some of the proportions, for example the toes, they aren't so flat in real life if you look closley :)
This is all i can :( My question is: How can i build a smooth Roof, like in the Pictures of Mount&Blade? For example The Straw Roof. How do i build in the Stairs for the Straw Roof?
Mainly I'm working with PSD files. Mayby thats the problem, what do you think ? These files are heave while having all layaers inside. But saving each time as tga for example is not comfortable.
Even with the UDK example decals the decal does the same thing, Is it a udk Limitation? or am I doing something wrong somewhere? Need the decal to not show up where the objects material is masked. (Circled)
There's an example script here: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_CDE5B06D_4BB4_4DEA_96C1_6BAB98709F09_htm One thing I did make dynamic is the parent's rollout height. It changes when the subRollout is closed or opened.
You would need a multi-layered shader and a way to manipulate the position, rotation and scale of the decal's UVs. An example: https://forum.unity.com/threads/iphone-shader-simple-texture-with-decal-2-uv.30629/
Yes, for example - Oberkommando West has 13 .psd's but 14 models. The missing .psd is SWS_Halftrack and none of the models look like this one actually. It is pretty specific. Will try and give this whole thing a shot.
This depends on what your walls, floors, and ceilings look like. With static mesh it's hard to hide seams unless the style of architecture supports it in some way. This is why the example map uses bsp for the floor.
yea the "clear" image isn't the best to begin with, that was due to crappy cell pic at night - I could print screen you another example but I think you get the idea anyways :P
*bump* Here's an example of what I mean - mental ray has nice contrast, but i can't for the life of me get the same out of turtle - am i doing something wrong?! thanks!