Hello everyone, Im still fairly new to designing levels for UDK. I have modeled/textured/build small scale interior levels in UDK before but i want to try something new here with much LARGER scale for a class assignment. It is a large Cathedral-like space ship built on the hand of a giant. I am wondering how i should break…
Really nice work!! Can you show how you made the buildings? I mean are they modular,How many uv channels/maps per building? Are there more then 1 diffusemap per building?can you post a picture of the uv maps of one building please? looks very nice!
Thanks for this thread. I used it as a rough guide for a PC I built recently. This is also the first time I've built without basically being practically babysat; learned tonnes and could confidently build more now! https://uk.pcpartpicker.com/list/XHkxRJ CPU: Intel i5 8500 @ 3Ggz, 6 cores Cooler: Cooler Master Hyper 212…
Can you show the modular pieces themselves? Did you use trimsheets for these? What do the wireframes look like? What's the average pixel density, and what kind of grid did you build to?
Are you working off a reference? What's your plans for this model? Are you going to take it into UDK? Does it need to all be one mesh or can you break it into modular pieces? Are you going to bake anything onto it? Personally, I like to take everything into UDK. That being the case I'd break it into modular pieces just so…
It depends. Will there be Anti-Alias, the timeframe, poly-counts, ... maybe there will be limited texture space (for mobile). Everything has to be taken into account. Its generally good to know different approaches and technics. I use custom vertex normals a lot, whenever I dont have the time or dont feel the need for a…
Big stupid hat. It's just something quick for testing. Let a guy have some fun, ok? Getting the modular system to work is a big, complicated task of organization and lots of back and forth between the artist and the programmer. You really have to have strong communication, otherwise you're going to get frustrated with the…
Thanks for the reply! Yeah, that was a case of me sloppily throwing in a placeholder awning, the plan for that is to simply push the awning further from that wall when it comes time to make the asset. I've spent a bit of time today reworking the wall and archway above the steps, making modular parts for it. Really happy…
Solid start so far. If I may offer some advice is that you're getting ahead of yourself in some areas. Don't pay too much attention to lighting in this early stages, or making the scene look good when all you have is a few pieces. There'll be a time for that, first you need to focus on building the skeleton of your scene.…
Nice website! It's easy to read and it has a personal touch. On your environments, assets and shaders (this is where your possible employer will look) I would like to see a breakdown of the process. - Did you do the concept yourself? - Are the pieces modular? - Your environment is presented in UE4. Did you use any special…