Hi, all. I'm going to be working on a project where the plan is for me to make ~60 different modern-day civilian models, at first person specs(ie ~10K tris, diffuse/normal/spec maps), in udk, over the course of several months. It's unfeasible for me to make each one individual, so I'm going to need to use modular assets /…
Thanks for all the input, everyone! It's gonna take me some time to digest it all. @Vorge "Honestly my first thought would be to define swaps. What are you swapping, what are the options. Then defining your seam edges and create a spline-guide just to remind yourself. Then probably a polycount over divided into a part to…
Splash Damage released this .pdf that details how the many different types of armor were made: http://www.splashdamage.com/downloads/pubs/Punching_Above_Your_Weight.ppsx A small look here at how this was accomplished in The Witcher 2: http://www.youtube.com/watch?v=XNsxwX_sva8&feature=player_embedded#at=332 -skip to around…
This is actually a rather involved question. You certainly have the right idea about how to go about it. Using multiple UV channels you can get a ton of mileage from repeating patterns for clothing with the normal map affecting one and the tile (plaid for example) on the other which will save you in the end on texture…
Zombie variation in Left 4 Dead 2 http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf Skankerzero's Mutant League http://www.polycount.com/forum/showthread.php?t=91509