ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
nice progress. The ivy looks way better, good job on that :) I suggest that it does not stay the same thickness and density all the way till the top. Ivy grows with thinner branches towards the top in order to reach higher as fast as possible, and it starts having more branches where it has already "captured" the space.…
No work is ever truly completed, but at the current time I'm going to call it. I need to move on to project two. I've learned a lot and will obviously learn more. When I get my portfolio more together, I will probably come back to this and tighten it up a little bit more but a break from Kokomo Indiana would be nice. Shots…
New update. I decided to take a composite 4 shot image and throw it on here. The two on the right are similar views to Maya with no Post Processing, and the ones on the right have post. I'm a sucker for post processing, and this isn't done do I figured why not have fun with it? Ahh yes the bloom of Unreal 3... To Do:…
Here is what I've accomplished in the past...5 or 6 hours. I've had to rebuild almost all of my light maps, still have a few more to do. I mucked around with the lighting, read up on that and some on Lightmass. I've read on shaders some more and I'm going to go back and tweak some of them. In short, still have a ton to do.…
Thanks man. I felt that the normals on the metallic materials were a little high so I reduced the intensity for now. I seem to work in passes, so yea give me a week to texture some of my props and I'll be back with extra grime and gunk under the windows along with other improvements.
Looks like the normal is a little overdoen on the bricks. I'd pull it back a bit so you don't get such a harsh white highlight... that may be premature saying that because the lighting might be the cause to this. But if I look at your reference, the bricks seem to lie flatter. With the exception to the area on the front…
Hey Dan, glad you started posting here. As far as poly count goes, a simple rule to keep in mind is this... Try to capture the general shape and silhouette of the object. Anything that doesn't affect the silhouette can usually be faked wtih a normal map and some clever texturing. Heres some advice, start up a recent video…
Ok I'm super tired so I'm just throwing this up here. I'll be spending a LOT of tomorrow reading UDK more and learning about more complex shading networks. But for now. It's all imported. Finally. And Red. If anyone has UDK tips feel free to drop em. Now I'm gonna do sleep.