Ok I skipped ahead and am reading UDK materials from the site seems complicated and watching this video think it'll be a good reference guide? [ame=" https://www.youtube.com/watch?v=Q7MJTYLePF8"]Maya to ZBrush to UDK - Part 25 - Bringing in the mesh and setting up the material. - YouTube[/ame]
I've lost just over 25 pounds going to the gym diligently for the past 3 months. I still have about 15 pounds to go to be at my old slim weight, and the weight loss has slowed down, it is harder to lose weight as you approach your no-gut goal right?
someone posted this in that thread, if you really dislike blender, and I mean, have a personal grudge against it, consider these upcoming features in 2.50 http://www.blender.org/development/current-projects/blender-25-project/ and then eye through this: http://www.blender.org/development/release-logs/ to see how far it has…
Personally, I'd add a cut across the blade (halfway between the tip and the guard) and then split it in separate UV islands. If you have an extravagantly shaped blade you probably have enough cuts in there already, if it's a simple sword it depends on your limitations. With 1500 polies an extra 25 wouldn't hurt much.
Welll your specular map doesnt look that prominent in the picture did you use a Lerp node to interpolate the specular map between two constants (for example 8-25) If you do not have that atm your specular ranges from 0-1 and looks like that. If I remember it correctly.
Hah damn, thats fucking awesome Nick. Damn I envy you working downtown too. My 25 mile bumper to bumper commute sucks balls lately and seems to be worsening. Why the fuck does everyone want to live here? Bring on the next big quake I say...
[ QUOTE ] we reduce them to at least 50% and I think in the demo that was shown publicly is actually at 25%. [/ QUOTE ] wait, by this do you mean that the texture sizes will be higher in the actual game or the shots so far have been using higher than it will be? the way you stated the %'s got confusing
Your first post said your team was +25, now you say you have more. I don't mean to sound rude, but I don't think you need need modelers and texture artists. You need better management. Oh, and dag on you jon for beating me to it!
if its static or the camera does only move slightly its not that hard... just work in layers... everything thats in a 5 meter radius is super detailed... everything in a 25 meter radius is less detailed... with every step away from the cam you need less detail... and the far back is a mattepaint...
Yeah normally portfolios will only have 5-8 pieces, or sections if the artist wants to split it up that way. That mosaic example uses around 25, which no one would do, for our purposes anyway. This coupled with smart thumbnailing mean people would have no trouble finding specific work.