pretty cool looking piece man. Although 3500 polys for a small static mesh like this in a current gen environment would probably be way too much for a low poly version. Try to bake those nice details onto a version with say like, 500 - 750 or so tris and you'll be good. Or just delete unnecessary edge loops, etc. Also, on…
Here is the progress so far on that mech suit I've been streaming I decided I did not like the legs on the concept, so I have been prototyping new ones and working from the foot up! I will be taking this model all the way to completion on the stream, which includes importing it into UDK and possibly Cryengine for beauty…
You can read about others who has the problem here: http://forums.adobe.com/thread/372523 Just do a search for "Photoshop Esc not working" to find others. Some talk about another program you can have running to fix it, but I rather fix the problem, not work around it. I did some tests and it looks like Photoshop intercepts…
UPDATE*** This is an update for all who are still looking to get your feet wet and get your hands dirty with some experience. We recently added a couple of people and are always looking for more. If you want to expand you knowledge on whatever it is you do then you are more than welcome to join our team. We are still…
Being in the same case as you (porting content from UDK to UE4), I recommend scaling your content to match the new scale. Even if you only plan to do some fly through. Unless you want to dig in the ini file to tweak some Lightmass properties (as I did), you will have some problems with the baking of the lighting for…
Thank you Mark. Your answers are very helpful. I have scaled back the scope. I have photoshop/max/and UDK units adjusted and snapping perfectly on the grid. I want to do the grey boxing first. I am building this game for occulus. I want to spend a lot of time just playing around with the level in the grey box state. I am…
OK right. My point is that the default UDK build is based on UT3, and the way things work in that build is maps are parsed and sorted via gametypes and map prefixes. So anything with no prefix or DM- gets shown in the default Deathmatch gametype selection, while things with CTF- or VCTF- etc don't. So you can A: make a new…
with the last row of screenshots i think what's really not compromising your hard work is the lighting of the scene. like omid3098 said, it looks rather saturated. when i first saw it it reminded me of some unlit udk screenshots out of the editor (with light turned off). i don't know i just remember seeing scenes like that…
Pedro - Good call. I been trying to figure out the trick to making it pop, while still maintaining a 'gun-metal' look, and not have it turn into something unrealistic. I'm always not sure with spec, because in Maya it looks one way, then needs to be brightened/darkened in something like UDK or Marmoset. But I guess I need…
You are probably going to want to make a matinee -- it is UDK's internal animation tool. You can set up keyframes on a camera, director groups, etc... much easier than using kismet to hand script this stuff. www.3dmotive.com/ --> has a fantastic series on matinee cutscenes. Sounds like what you are looking for, but its 20…