@Samfisher84 - Hey sorry about the image size, was trying to have all in one for a better read but it turned out the other way hahaa. I've re-uploaded in the previous post the images in big size, easier to see :) Yes, there is vertex painting nearly everywhere, wherever there's moss and sand (pretty much all the…
I'm not a big fan of the murky water as it just doesn't read well at all :\ Have you tried a more translucent material with some nice animated distortion effects going on?
Hi everyone, been away all weekend so couldnt do much. But here is a little update: I modeled some bricks which I, for now, scattered randomly in the path. The position of these hasnt been though logically (as in, I havent questioned myself why is there a brick there? when I positioned them), but I will think of…
@SirCalalot Thanks man, i knew about the UCX naming and everything but when i tried importing the the UCX_Mesh UDK came up with an error that said Import Failed, without any explanation. I´m guessing it could probably be that the mesh is a bit high in tricount? @Guy123 - Good input, had a similar one from a friend of…
CURRENT PROGRESS: THREAD: Hello Polycounters, I've been looking at everyone's amazing work for a couple of months already but never posted any of my artwork myself, so here I am now to do so. Really excited to form part of the community! Beeing completely new to UDK, this project is helping me to understand how the engine…
@Serei - Good advice, i'll get down to that asap! It was one thing i had in mind, to scatter some stones around :) Thanks! @SirCalalot - Yes, im also pro-do-stuff yourself, the only reason i was planing to go to Speedtree was to get in as much foliage variation in the fastest possible time, just to show it in the hand in…
Thanks Sipher! The idea is that it will eventually look like ruins, problem is hand in is soon so atm im focusing on getting it looking solid and consistence and once that is done (I plan to continue this project after the submission) then Ill start making it look more like ruins by adding the overgrowth, blending…