I know what you mean about getting overwhelmed, it is pretty easy when there is so many options, and so much to learn. Also easy to get distracted. But the most fun way to learn is by doing, so I want to start putting into practice what I learned so far. I had seen that thread earlier. I didn't watch the videos but it…
Well there's alot of things you need to know/experienced before jumping straight in and hoping to figure it out on the way. There's more to games than 3D Art, Coding, UDK lol. Just because you have those 3 doesn't mean you'l know how to manage people or how to plan assets/tasks for a production pipeline, there's all this…
No I know, hehe. I meant I was playing with a cell-shading tutorial [ame=" https://www.youtube.com/watch?v=GT3qGgsYRFM"]UDK Cell Shading Tutorial - YouTube[/ame], as I mentioned above. It's still applied on top of my texture. Which is probably why I'm getting weird blown out highlights and shadows. I've come to understand…
It can depends of your target engine. Most of the time, the scale of your environment is based on the player scale. It's the view of the player which guide your scale reference. So most of the time you adapt the scale of your 3D Software to your target engine/game. If you stick to you 3D app only, you are free to use…
Thanks for the observation Ged, Lazerus it´s right, the design it´s a little influenced by "megaman", with his enormous legs and with the knee fairly high in proportion. I´ll post hope soon the lowpoly process and the texturing also. For the moment i´m working with another project too and it take me some time. For a game…
Looks good I agree with Disting materials need work, some parts of the bus look real like the license plate and stop sign while other parts look like their made of stickers. On the front bumper there is some strange normal's going on, try plugging it into udk or marmoset, it might just be a max thing. Or flip the green…
Portfolio Layout: The black text on the Links is getting lost behind the top Image. The About me red color conflicts with the grey background Work: Your Assets and UDK environments are looking ok and you seem to have a fair amount of work. however the theme I'm seeing is most things have low quality textures. Here is quite…
Thanks for the feedback. I had to rush to finish it for class on Thursday so I am not even close to happy with the textures. I don't really get how spec maps work in maya, because the scythes/bone are fairly white, and the rock is pretty dark with some white speckles and edge highlights in it. I might revisit this over…
September and October got rid of the option of calling it explicit normals, and had "Import Tangents" instead, which did nothing for me. November version restored the explicit normals option which now works for me. In the Docs they also added a note that says they have been using FBX2012 since September, but I used the…
An update on the small scene i have started bringing it all into UDK 4 and putting it all together still need to build a back wall for the scene onto texturing up the locker which goes in the middle then ill build the wall add some concrete (i think its concrete) fence like barrier inbetween the girders and then finish off…