You're of course completely entitled to have a bad opinion about the movie as a whole, but I believe that the craftsmanship behind the script is top notch. Sure, it's as simple and mass market as it gets, but it just works, people didn't go to see it again just because of the CGI. It's in a completely different league…
Its a bit late but you can bring the assets into udk with exact placement through the clipboard, you'd need the unique assets to be exported for udk and imported into the scene already, It'd be advisable to center the pivot of the asset and export it from the origin of the scene. I've got a working method/script for maya…
You may want to look into using the Procedural Foliage Volume. Also you could create a blueprint which spawns foliage within a volume. Both the 'FeaturesTour2014' and 'Blueprints' demo projects contain a blueprint script which they use to place foliage. https://www.youtube.com/watch?v=3ispyNxpRyg…
An easy way to manage texel density is to use a script. I use Advanced UV Normalizer. You can grab the texel density from one object (say a plane mapped to be 512x512 = 50 CM2), save that as a preset and then apply that to other objects. Saves me a lot of time and effort, not to mention it keeps my texel density…
You can just build a really rough mesh in your app, then (if you have it) import that into Zbrush and do a simple sculpt on the mesh. Run decimation master to get the vert range in check, then run UV master and export the mesh. You'll have to stitch the terrain to the road, but there's a script for quickly doing that, with…
Similarly, I never understood why UT3 had to have Flash-based Scaleform for its simple menu interfaces. Even a Team Arena-like script system would've been good enough for that. (and TA's menus are horribly unintuitive to produce from scratch, but at least it's not Flash) How did that come about? Adobe throwing money at…
I think those random (scripted) events are what would really draw me to the world...just to see a city going through the day to day motions. Based on what I have been reading here, it's almost like you'd never have to unholster your weapon, just walk around and pick up the left overs...
I always liked max (I'm still on 2009) more but few days ago I downloaded maya 2014 trial and have to say it's growing on me pretty fast. With some customization and few small scripts workflow is really smooth. I might pull a trigger on it to be honest. Was going to upgrade max but I'm not so sure anymore.
Yea, I agree Autocon. I posted the link in my school's gaming group on Facebook. Ton of good info..need to watch it again, a few technical tips to write down. Its cool that you guys compose your scenes in maya and have a script that can convert it to what the game engine needs. Smoother art pipeline, and workflow.
IIRC Max was like a week or two after having used Maya for years. Modo on the other hand was extremely frustrating for the first few days. I had to tear Modo apart and put it back together the way I wanted it to be hotkeys/menus/scripts before I was comfortable and functioning at 100%. That took maybe a month, it was worth…