Hi all The title explains it all, where are they?... I have seen tutorials specifically about UDK but not much on creating an environment or part of one,start to finish using 3Ds Max. I would just like to see the process that goes into making things modular and reusing them, and some of the baking processes within Max. I…
ok, just seems odd to me that they are kept seperate. working modular seems to involve a different mindset I guess, and was wondering how people break things down, not so much for buildings but for more complex objects. I'm sure after using UDK more it'll all be clearer. I found this tutorial, not sure if it's any good yet…
Working on a grid, and keeping your pivots in good places is key. It helps to block things out, import them into UDK and build the scene making sure pieces will fit correctly, do some preliminary lighting, then replace/re-import the objects as you finish them off.
well because there is nothing special about it to need a tut for the whole process just go along modeling in max like you would anything else, and if you want it to be modular make sure whole piece can snap to the grid. 1 generic unit in max is = to 1 unreal unit. the only things you would need to do for unreal while…