So this is kind of tricky but I got it working with Unreal and should work with other games. You are totally on the right path, but there are quite a few little steps you have to take since the rig isn't really meant to work with games, there are a bunch of end joints you don't need and cause issues in engines, and yes you…
really nice! a tip: you could make the lower moke particles more orange sso that it seems the fire would lightem them. The magic fire is also nice and i love the textures but i wouldn't go for the full blue color. I don't like (0 0 255) since i started learning HTML and the standard link color is thiss fullish blue :D
I can't believe you haven't gotten any feedback on this. It looks really good, I'm quite impressed by the quality of your explosions. The only thing that I don't care for would be the smoke trail on the debris that comes up close to the camera at 0:20-0:21. Touching that up a little would help, I think. Overall great job…
Looks like a bug, my UV's are all within the 0-1 range. And I have encountered strange problems in max 2011 hand over fist, I can only assume this may be another to add to the list. I plan on uninstalling it before starting my next project. 0-1 Space I moved mirrored pieces over exactly one unit everytime
Sorry, took some time! I looked at the project and didn´t experience any problems, right out the box this is how it looked: https://www.dropbox.com/s/p33z9xdb9l83mc0/Hover_01.jpg?dl=0 After adding a new metal on the main body of the hooverbike it looked like this: https://www.dropbox.com/s/y1b5gkwwmxvli2e/Hover_02.jpg?dl=0…
It's not really hard at all to get a sharp crease in your hipoly. Two loops close together will get a sharper edge, so, use your cut/connect tool. Take a look at some other artist's wireframes. Maybe EQ's down here, it's a pretty excellent example of hardsurface modeling:…
We need some more rocks and [url="cluhttp://boards.polycount.net/ubbthreads.php?Cat=0"]cluhttp://boards.polycount.net/ubbthreads.php?Cat=0[/url] Main Indextter to help break this up as well...besides what it has been said, its better to just add more surrounding elements around it so that it looks engaging and not like its…
Looks awesome! You need to show some comp/fx breakdowns though. Also you have some continuity issues with the lighting between the coming out of the water (0:34) and the following shot (0:36). Should be an easy fix of just matching the colours of the key light. Might want to go with something more electronic for the music…
Different apps handle this differently, the sort of brute force way to do this which will work in any app is to lay out your uvs in 1/2 of the 0-1 space, and then scale 200% on one axis to fill out the space. Or lay out in 0-1,0-2, and scale by 50%. Some apps have a way to set the aspect ratio of the UV map so you don't…
So I'll need to split the UV islands along the newly welded edges. If I move those inverted UVs over to 0:0 or w/e other UV square I so choose, how will those not be contributing while also picking up the material and showing their correct materials? I may be not understanding what's exactly going on when moving UV shells…