hehe... in the video Autocon shared even the co op guy asks the guy what to do next, and his reply is that he "works" on ships. This is kinda like Half Life. You don't get Gordon being any different, there is a constant and you as the player define that character with your gameplay and what is going on in the world. To me,…
FPS is human defined category which has no relevance, to cars flying or making coffee(cars have been made to fly). Games are just games, and what you are able to do in them. FPS, you must shoot things and only that? RPGs you must only have whatever it is RPGs do. Every game must fit in one of these categories, every game…
Thanks Kosh, yes I'll be combining the eyelids and ears. I'm trying a new approach to this model which is- if it can be a separate object: separate it. My old method was to sculpt as much detail into one subtool as possible. This gets very sloppy very quickly, so I'm only merging subtools together when they're ready. We'll…
Hi ! Nice model but you should definitely give some more work to the textures. Define the metal a bit more. Define what the purple is (paint ?) and make the brass more brass looking I would say. Once you get those 3 materials right you will see a massive improvement in my opinion. Scratches in the spec, slight color tint…
[ QUOTE ] The TA has to assess the type of artists in the pipe and accommodate them. Too many efficiency procedures for non-technical / individualistic developers stifle creativity. The strive towards efficiency on the TA’s part can go too far. <snip> turning your art staff into button pushing, procedure-driven drones will…
So I've started getting my hands dirty with UDK materials, and I'm encountering a situation that I'm not sure about. I'm trying to add a glass effect to the windows of my scene. I'm trying to add some subtle distortion to the glass, but I don't think I'm doing it right. Here's the (very simple) setup - I've used a…
Bad, ass I really like it nice work. I like that the materials are defined by their wrinkles and read as the materials they represent even without a defining diffuse material. I like the shoes and the wrinkles around the ankles. Not a big fan of the pinching behind the knees, seems a bit "pinned" into place instead of…
Pre-defining smoothing groups is fine, but you're basically just adding a step that you are going to re-visit anyway. If you are taking the time to select a range of polygons that you want to define as a SG (and therefore a UV shell later), just cut out the middle man and project/unfold those polygons right away instead.…
Racer445 thanks for the feedback:) I think you have a fair point. What I used to get the materials was going to my reference images and make a few tiling textures of clean parts that defined different materials. but as the image was slightly grainy plus the fact that I might have gone to easy on defining the difference…
I have to say I agree with Prof420 on max's face-selection, despite his silly nickname. I've run into face-selection issues the few times I've used Maya, but I can't judge an application on that, as it may have been me. Max 7 definately has some issues with *not selecting unseen faces rather than the one that's RIGHT…