I have a short cut for UDK that has the target set to this: C:\UDK\UDK-2012-05\Binaries\UDKLift.exe editor -log When the editor is launched it's going to launch a log window too. When you play in the editor the log will show all the script logs (and kismet, also some problems that might be happening in script). For your…
Razgriz: There is no UV split, I just learnt that you had to do that, so I will be re doing the unwrap and the bakes. I will also add geo to the buttons, I know the bake didn't like great, but I just meant they were actually working (just not really strong). As far as the render setup goes, I learnt it from the EAT3D…
there is no question that the race is on, about keeping the detail that already exists in production for the game. However what technique at the end will "win", I think, isn't clear yet. Imo we will see less standard pipeline in future, and more customized rendering pipes with the advancement of many-core systems (GPGPU…
512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
thanks gents for all the nice words and crits.. @ bradmyers82-- definitely man.. i rushed the finger tips a bit.. thanks for the reminder @ S!nz-- yeah man there are more areas i would like to push.. especially the afterburners.. perhaps more line work in the car detailing.. and more painted lighting.. try to give it more…
Danr knows what he says listen to him. NNStga's are nintendo format based on the same compression methods as the .dds format. One of the options is 4x4 compression. Basically the best compression i've ever seen in my life. Any studio producing for the DS that isn't using it should be smacked upside the head. One of the…
I'm having a problem where Blender won't render a changed scene (still pic). It just keeps rendering this persistent previous scene and I don't know if it's stored somewhere. Searching says it might have to do with Post Processing -> Compositing/Sequencer or Final Render -> Persistent Data. I've tried unchecking those…
I'm sure that this is more than likely a known thang' to most of you enviornment artists out there, but I'm reletively new to scene building. This all came to mind after working with the Halflife2 SDK, and seeing the way they created their textures. If you break it all down, there is a very simple system they used, which…
Hi everybody! Thought I would start up a thread here to encourage myself to keep working hard on improving my skills. Critique is very much welcome, I always appreciate comments on my work and what I could be doing better. I've been doing a sketch a day since Jan 1, 2012 (the project also has a tumblr). I started out as a…
Hey guys, over the past month or two me and my lovely partner in crime Oranghe! have been doing some art for a friends XBOX 360 game. He made his own engine! it now supports lightmaps, Alpha/Diffuse textures and soon to have Fog :) ! Oh and it used BSP as a base so NetRadiant was the tool of choice to get things going. The…