I have some advice as far as the texturing/materials. I can't help you with the high poly stuff, although, from my limited experience, it seems like roughing the bricks up in Mudbox/Zbrush is the way to go. Anyways, I would consider combining one or more of the following things. First, vertex shader; this is super…
Static lights are using lightmaps for lighing/shadowing/gi so its pre-computed, so its cheaper than calculating the shadows in real time,but it costs memory (if i know right) because of the using of lightmap textures. UDK dont have real time GI solution, so you can make GI with lightmass (precomputed lighting) and you can…
you are correct. that is precisely the point. it is not even remotely commercially viable to mine anything in space. its about as commercially viable as sending satellites into orbit to make ice cream. it would require a totally new and radical as yet undiscovered propulsion system. that has been the goal of the greatest…
Sure. Ask yourself if you can look at the material by itself, without the context of the models/scene and be able to read what it is made out of? Its difficult to define clean materials. The temptation is to leave it plain. Preferring clean environments is fine, but even the cleanest things in real life have variation. Do…
Thanks guys, a bit more work. Think I got it uved pretty clean. Mirrored the front panel as it will be most visible (with player on it) and it'll be a-sym. Really quick test for line flow, not too happy with it but only took about 5-10 minutes. After all the uv time I had to see some kindof tex in place. Still have some…
Paintova powa! Haha yep I think you are right guys. But I also should have said that this was a userview screengrab, oops It's a hard balance to find really, and I agree with the points you are both raising with the pictures. I just don't want to make her too childish - instead of a complete young package I'd love to give…
Honestly, at the moment it looks pretty good. It's got an interesting design and from the side view has some interesting lines. I think the other views could use some work as it is very square - maybe it bends inwards in the front or something like that to add some interest there. I'd also, as mentioned above, definitely…
That's a great looking vehicle. I am going to say that the textures in 2k4 were about 512 for characters, so for the boat I would say try for 512, but if that seems to confining start at 1024 then resize if it's too big. You can always find out by opening up the unreal editor however. Also I can't see it by looking at it,…
ah ok i see. Well, 1 2048 per building is fine however when it comes to your bog standard accessories and props a 2048 is a pretty massive texture for something so small. I can tell you how i would tackle it but of course my opinion isn't gospel so take it with a pinch of salt. I would make 1 x 2048 which could be used for…
So here are my thoughts as a peer who is also working on landing that first gig. - #1 gripe is that the enlarged size of the pics are barely much bigger than the preview pic - I followed your garage wip and think it was great progress, but I feel you are showcasing way too many of the props on your site. Don't get me…