@Millenia Thanks! @Xendance Well I've seen all variants of where people put them, some stack them some leave them as they are they were mostly just added since a lot of people gave feedback on that to make it feel like the countryside to drop some of those around the smaller fields. I just places them from how I memorized…
OK I watched the first video. I'm not sure how this process saves time/work. Why not make some tiling sculpts on flat planes, bake those out to normal/diffuse/specular maps, then make your lowpoly tunnel segments using tiled UVs? You can avoid repetition by painting some vertex alpha to blend in different texture sets…
Hey guys, I've made some progress on the modelling.. still quite a few more to make. I'll hopefully Have all the models made and baked and ready for texturing by Friday. At that point I'll probably try and get everything into UDK. Heres where I'm at: I've just started blocking out the garage in the back; been trying to get…
It'll take a lot of words to explain how to fix it exactly so I'll try to illustrate the principles. Pause what you're doing for the moment and make a cube. Apply a turbo smooth Go under the turbo smooth and change the number of segments on the cube. You'll see that as the mesh becomes denser, the corners get tighter. Each…
jStins: some of the larger and softer intersections I handled with meshfusion as a base first, before moving on to detailing it with booleans and using the round edge shader. Round edge shader is pretty awesome but it has its limitations :) BradMyers82: you can feed cavity/convexity maps + occlusion etc into a shader…
ya i managed to figure out the bulk of the shader, and got my working using a up-vector or the wind direction, that take normals into account, and can be used with a optional heightmap to influence the blending. if anyone is still having problems i can explain how i hooked it up. should kinda click in your mind once you…
Really important question. I need help figuring out how to make sure I can get accureate placement of my Maya scene into UDK. Like I've been able to snap my environment tiles according to vertex snapping, I was wondering if UDK had something similar. This is one of those moments for me where I have NO clue how to approach…
Not sure if CE3 supports vertex painting but if it does I highly recommend using it to paint a "grime" layer over those exposed bricks and broken walls as they look far too sterile given the environment. Also, your walls, floor, and ceiling appear to be using the same texture. I'd change that up if I were you. Seconding…
NURBS - non uniform rational B-splines are spline based surfaces. NURMS(which I presume you mean) are - non uniform rational mesh smooth surfaces, or sub-divided surfaces derived from a base/low-poly mesh. Or are you talking about using polygonal smooth shading? Which is smoothing the vertex/surface angles to affect how…
There are no real limitation other then the ones dictated by a game engine...WHICH IS GAME ENGINE DEPENDENT INFORMATION...that you need to look up. For example, some engines have a limit of 64 bones, and 2 influence per vertex, other can have all the way to 255 and a influence limit of 4 or 6. Also, modeling is totally…