i finally managed to make the step to udk and to import most of my stuff :) there are also some udk props (foliage for example) as placeholder to get a feeling for the mood. cc in ps.
FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts. It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular. example: Specular / Diffuse: Column_01:
Vault Dweller :Mmm depends on the engine , for example in UDK you can see the measures in bottom right corner, is also a good a idea to have an actor or model that comes from the engine, again in UDK we usually have an exported models from the game wich is already scaled , just compare the model with your props. Posted…
Vault Dweller, for units I think I'm going to take cues from the step height. Also maybe the door. I feel like I read somewhere that 128 unreal units was the standard height for a door. That can really vary based on the game you are talking about, but I think it could be a place to start. I also know that the example robot…
tldr; Are we to recreate this as exactly as possible or is it a suggestion? For example those engaged columns along the wall. Just having one in the center of each wall looks wrong to me. Can I put more in? Does the wall need to be flat or can it have recessed arches (or even just geometric inlays/extrusions?) in between…
Yeah, there is some 'cheating' in the picture. For example it looks like the statue and block in the water is in the middle, but it really isn't, its more to the left when you make it in 3D. Plus the top part, the hole, I would personally have designed it so the hole was the same shape as the water and just above it, but…
Right, an RGB texture can use DXT1 compression while an RGBA texture needs to use DXT5. It's usually less memory intensive to move the alpha channel into another texture so they can both use DXT1. If we're using an alpha channel for masks and things like that, we typically try to group them into textures where each channel…
It is not impossible to have a blured effect on your Water Reflection in UDK. All you need to do is create a post process chain effect and use the blur node a few times. Then link the post process effect to your Scene Reflection Actor properties. It is covered in this tutorial. [ame="…
So I spent the last few days, slightly slacking but working mostly on getting low polys done and ready to sculpt, so those progress shots will be incoming. Until then I have this update, THE FIRST TILEABLE FLOOR I'VE EVER TEXTURED BY HAND! (Pats self on back) It's fairly basic, but I like it as a first attempt: (Rendered…