I actually started blocking out the scene based on my floor plan drawings and the video itself. in one scene compared to another, it became obvious that there were some differences in sizes of walls, so I improvised. Along with the fact that I would like to walk around this place in engine once it's complete. First…
Optimizations provided by the engine: Engine support instancing and dynamic batching. For scene optimizing, octrees and visibility portals are used. And large objects may be set as occluder objects. For large scenes I can say that, our prototype holds as long as max can stand the load. These issues are always addressed, so…
That's a great idea. It's easy to rename any joints in your scene with the Scene Edit utility but I can see where automation could be desireable. I've been thinking about building in direct export support for a couple of different engines, UDK and Unity but was planning on FBX only. I think that might be best served as an…
It looks really, really good - but I have some critique. I think the little entrance should be a focal point in the scene and right now it isn't. It even isn't obvious that it is entrance - from a distance it can be overlooked and the scene as the whole looks like a crack in a wall. In the concept there is a little cracked…
thanks ayoub44, I would like to get ithe scene into udk but I have zero knowledge with the software. I have it installed and have tinkered around with an unreal level a bit. I've recently bought a book but found out its a bit outdated but maybe theres still some useful info in there. I am using maya so far for this scene.
==Maya HighPoly Render Scene Package== Original tutorial and with permission from Mike Fudge. Packaging by Brian "Panda" Choi. https://www.dropbox.com/s/ptjy8zmcwncbw62/HighPolyRenderScene_MikeFudge_BrianPandaChoi.zip?dl=0 A sort of Plug and Play Maya scene for rendering your high poly models (or anything else really), all…
The brightest part of your scene should not be the empty center. Light up your props more so I can see all the work you put into them. Also, try to get contact shadows working with your props so they look more grounded in the scene (this comment also applies to the phone/desk) and if this is in UDK please turn off the…
Update: Finally got a lot of baking done. Had some projection issues I haven't encountered before. Man I need to pick up the pace on this project. I haven't done lighting for a scene before so any recommendations would be great cause I'm not sure how to really duplicate the scene's lighting. And still need to make the…
Yep. You can assign object properties to layers and then set objects to take their properties from the layer so you don't have to micro manage all of the object properties, just dump them on the right layers. If you have a scene set up with lights and layers you can just dump your models in the scene and a lot of the work…
I remember some maxscripts that would select or highlight for you the origin instance model that you were referencing your reference or instance of. Have a look at script spot. http://www.scriptspot.com/search/apachesolr_search/instance Personally I keep reference models in a area of max scene e.g. in a rectangle area -…