http://www.gamespot.com/news/2005/07/22/news_6129609.html Thompson is on a roll...and he's not done yet. His latest goat is a game that doesn't involve guns, carjacking, or prostitutes: He's going after Electronic Arts' The Sims 2. In the statement, Thompson says, "Sims 2, the latest version of the Sims video game…
@Lucas Annunziata : Thanks. As it's a free site I don't have control over alot of things I'm afraid. I can basically choose to have a blue or gray "highlight". I cant' actually remove it =/ I'm just not into realistic stuff at all. I know beggars can't be choosers but, yeah. @Ki Moon Roh : Thanks! It's a free…
Yes, a cracks layer in the material sound like a simple solution, you could control intensity by a macro noise. Regarding markings on the road, I'd include them into the module to avoid having to place them manually (unless your spline tool does that ofc). If this is for the gas station environment you are working on, I'm…
Good work so far. The armor is looking the most polished. Some of the UV mapping is a bit sloppy and could be cleaned up to help present the texture better. Could you post the texture flats so we can see the unwrap job? The face could use quite a bit of work and it is where I will center my crits: Hair: - Much to yellow…
There is a lot more to a portfolio showcase than final renders. There should be some context and information on your approach and workflow. Showing off a trash container is a tough one, although it is evidence that you can model to a sufficient standard. It doesn't really inspire the reader. You should choose pieces that…
Sure and thanks for responding! I need to create a test asset for work that uses a blend shape to morph Vertex Color. So if the base mesh has vertex colors set to red, and I create a target shape mesh that contains blue vertex colors, I want to be able to drag the influence slider and see it transition between the two…
Yep, it's just like the UV on the left of your screenshot. I've unwrapped planks and beams that way to contain vertex count in the engine, this is something I've read and heard everywhere in tuts. I've tried Blender's smart UV project function, but it's not so smart since it's basically a planar projection applied…
You tend to get resistance to scrum/similar methodologies from management teams that are used to working for major publishers. They're used to having to provide a set list of complete features at set intervals (vertical slices etc.) which is completely at odds with agile development strategy. In situations like that it…
Okay, so for starters, by the looks of it your .fbx export contains smoothing groups while your .obj does not. This might be a result in Max where you have set up smoothing groups, or in your export settings where the .fbx export might be auto-smoothing the mesh based on angles/UV islands, or the .obj not exporting the…
Texel density is easiest to come up with in terms of the following ratio: pixels in your texture to 1 metre in the game world. Unreal has options to scale down textures easily, so the best thing to do is go with some big number first like 2048px / metre texel density. If you think about it, that means that your giant…