Working on creating a Hangar Environment which will serve as our Main Menu environment and ship building editor within the student game I'm working on as a student Art Director, Core Overload. End product will be in UDK, and someone else will handle the UI and Kismet implementation. Goals: - Probably going to keep this at…
Oof. okay. So it's been a while. Long story short, certain milestones and chaos on my end has delayed me from consistent updates to this project thread. I apologize for the rough nature of the environment as well, first time doing a full scene thing with tileable textures. Which means I'd love to get the critiques in the…
Beginning modularity adjustments and really rough texture lay ins. A very large question: - So, as a rule of thumb, efficiency of course is the name of the game. How does one determine how many maps, and at what resolution, one needs for a level? Understandably, I could potentially make hundreds of inidivdual maps for…
Alright, beginning to make final geometries and modules that repeat on a 1:1 ratio. Piece by piece. This might take a while for me. Textures wise, I'm still waiting on my concept artist to send me his treatment to get a definite idea of how he wants this to go. Anyone have any critiques?
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…
Looks good and promising so far, the only thing i would suggest is to vary the crates a bit. Some long crates and some small crates just to break up the regularity. All the best :)