Ooh look, a purty render. It's a doorway. It's not done. It's confusing me with animation. The frame of the doorway needs work. I need anchoring to the walls and floor. But so far it looks mudular enough to me. It needs some work around the connections... The blocks that make up the door slide away to the side, starting at…
I'm bummed that I've been doing so little. So I worked on a holographic display material. They're 'created' from the top and bottom borders. The sides are clear of emitters. There are only some supports for the bottom bar. It's all animated. The news and stock exchange crawlers at the bottom move properly, and they tile…
@butt_sahib, I agree, but I'm not happy with the overal scale. The ceiling and walls are too tall, and it makes everything else look small in comparison. Requiring far longer corridors to compensate, making the tiling more annoying. The floor texture is too dark in this scene. It doesn't work with the atmosphere I'm trying…
I'm definately going to do more with the lighting. It's currently just working lights really. I'm still pretty much blocking in the scene. I've got a fairly good idea how everything will be laid out, but I work on highpoly objects alot inbetween block-in sessions. Short-ish attention span with those things. Always skipping…
I know, and I've been using the grid everywhere really. It's just impossible to accurately line up those particular meshes this way. The power of 2 makes sense, but it would be a heck of a lot easier to work with something that resembles real world measurements. As that is what I, and I assume everyone here, relates to…
Wow, haven't done much in a long time. I blame the heat, I can't work like that! @Natetheartist, I had experimented with materials and texture channels between sending that note and you posting here, so I had figured out that I could just use a second channel and be done with it. In this case atleast. Afaik UDK only…