I'm guessing that the 'mechanic' character is merely a placeholder, as it's the default character asset included in unity. Looks like a decent start so far guys, I'm liking that plateau terrain going on in that second picture.
I'm praying that the first DLC includes more challenges. These are some of the most fun for me. That guy has really mastered the parkour element and shows how fun it can be once you've nailed it down.
[ame=" https://www.youtube.com/watch?v=kB4JFK90LHA"]Modeling a GLOCK 19 9mm hangun in Maya - OBJ included - YouTube[/ame] This guy is using the create polygon tool and models his gun to the end.
Eh, agree to disagree. I've gotten a lot of value from 801 - even if you only include the snapping overhaul it's worth the price for me. And MeshFusion is a whole other level... But whatever works for you!
@Count Vertsalot Yeah that is pretty weird, im all ways use to testing out my composition with mental ray but if they don't include it looks like I will just totally move over to vray :/
There are "companies". Just ones who won't or will never be able to pay you...because everyone in the company including the CEO is training on the job. (I'm not referring mod teams, just the wannabe studios preying on beginners.)
Right now your enironments are strongest, and the most complete work you have. I've heard not to include incomplete stuff. Those should be in your deviations or scrapbook - but nothing in your portfolio but completed work.
A normal map can be included in a normal from mesh bake iirc Color you can definitely do in Designer but I've not updated Painter so can't be sure (you couldn't prior to 2017.3)
lol at "coke addict", alrighty, so she still looks unattractive. I will experiment, I'll also try to include a few of the "bad ass" elements in the next post. Thanks for the feedback so far.
The light map cannot have ANY overlapped uv's, that includes faces that apear as edges on a UV map. Udk has has an auto unwrap for unique UV's if you open up a static mesh.