The questions are very context specific. There are different answers for a open world game to a top-down dungeon crawler to a closed circuit racing game and so on. What i would do is open up some free projects/games that have editor access and take a look at those. There are a few SDKs or mod kits on epics store and you…
Valentines Day was two weeks ago, and I was hoping to have this Greybox done not long after that. But as it usually does, life happens. Work happens. So, I'm behind my personal schedule for this project and with new projects I've signed on to work for, It's going to be a struggle to get this done in time for the…
:icon60: Thanks graograman88 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I should mention exactly how I'd like to see this Run cycle being evoked, using the League of Legends gameplay mechanics I see this Run-cycle used when the Summoner Ghost Spell is evoked. I've tried to keep his inherit ability to conjure…
Hi there! I think your textures actually turned out quite well and you shouldn't sell yourself short :) My favorite part is the patch on the side of the tent. Here are a few things which I think you could take a second look at that would really add to the piece: - In the first image, it's very obvious that the branches are…
iirc UDK meshes DO share materials and meshes (so there are memory savings) but they aren't 'instanced meshes'...as in, they are not 'batched' and drawn together in fewer draw calls on the graphics card like say, the UDK foliage is. If that's truly what Unity's prefabs do, then that's pretty badass. Prefabs in UDK are more…
I was able to achieve similar results by using the "Tile Sampler" node and a painted flow map. That is the result: Problem being that is really hard to had them evenly apart from it other, but if that is fine by you, here is how I did it: 1- I painted the flow map fr the shape in mind by using substance painter (I am…
There arent many tutorials for Environments. So heres the process I take. 1. First Block out the Level This doesnt need to look pretty.. usually just a grey mesh. I like to block out different "Zones". This way if you need to have multiple files.. its easier to break them out. Plus you can use different "themes" in each…
Alberto , thanks, bro! Hey there, Super Happy Cow, all done in UDK. They have an option to dump a bmp frame sequence at a fixed fps. Though it turned out that cloth simulation and FX speed are all fps dependent and the more fps you set the faster the shit was going. Kinda had to jump through hoops here as well. Btw does…
@MightyPea: I couldn't work out what cause the seams, but I put the groin into a single UV island and now it's fine. The head, spine and groin all have unmirrored uvs, the rest are mirrored. Is mirroring uvs okay with normal maps? @comradeJ: Thanks for that tip! @Butt: Thanks. I've posted an early wip of the texture below.…
Cheers all. I converted a hand into the glove + fingers, so the fingers actually ended up being too spindly (even more than they currently are hehe), so I inflated them a bit. I left them still a little thing to give a bit more space for the low poly model when I bake the normal map. I'll soften the fold in the face. Easy…