my crazy opinion.., take it or leave it where's the love, baby? it looks as if you had a cool idea and assembled this object step by step without acctualy going in and making man-love to every little section. the model's proportions are a little un-appealing. looks as if you got some baby ref and made sure you had that…
1- Yes, shaders are math's based equations and calculations, so naturally, they will have a heavy impact on the speed of the scene since (in some cases) shaders can be physical based and multi-layered, meaning they take into account real-world properties. Shaders are what drive the fidelity and realism of the scene most of…
right - first scene is mostly good, i like the vertex shader but i'm a sucker for that kind of tech in udk. the sand needs more detail to break it up imo, a few small stones and or plants would be good. the props collection needs some work too imo - the i beam is completely straight? why is there a perfect i beam in the…
You need to set Planted keys for the feet. Click on the foot, and under 'Key Info' in the biped Menu (motion tab, wheel).There are three types, of planted keys: Planted: object stays anchored in world space. Sliding: locks the objects vertical movement but allows it to slide around horiz. Free: This is used to free the…
Thanks SgtNasty, yeah thanks for reminding me about that roof. I stretched the UVS out like that initially because I was hoping (in vain) that I could get it to line up to the edges of the texture and tile with itself, once I figured out that just wasn't going to happen I added the edging along the corners but I forgot to…
Well, since you mentioned you were gonna take this into ZBrush, I have some tips (although they'll probably annoy you for coming so late). I've found (and regularly read) that for using a mesh in Zbrush it's better to use geometry that has a roughly consistent quad size throughout. This means that when you subdivide,…
hi guys, I have to admit I am a bit skeptical about doing it the way described above as it produces a lot of warping. That usually happens when normalizing a trapezoid poly for example to a rectangle. (as can be seen with the checker texture warping above) I`d suggest an alternative approach (both are surely valid for…
Despite the default icon, most of us don't bite - really! The load times seemed slow for me as well, so you might want to try it on another system - a friend's computer, or a library. I'm a little curious about some of your design decisions for the pirate's aircraft. Tail-draggers (more properly known as "conventional…
nooo, don't touch the Map Channel dialog. That's for far more complex operations than you're doing here. As i say, you've already done everything you need to do. don't think of UVs as some delicate flower which will fail if you breathe on them from the wrong direction. When you edit UVs, all you're doing is changing the UV…
If you're going for props/environments its probably best to get rid of character stuff and focus on making a few really solid environments or props. I think people general advice is to focus on either stylised or realistic, so focus your artstyle on the kind of studios you want to work for. For example, if your goal is to…