Hey Darren, Skimming over the other replies here - I think I'm just echoing their thoughts: -You need to create a cohesive scene. It doesn't need to be a functioning level, but something to give context to your work. The props themselves are fine, I think they look good, but they're not standing out as big pieces of work.…
Joeriv: haha I might be one of the few 3d artists who actually enjoys UVs (at least the final fitting to 0-1 part). It's def a giant puzzle! Teh Splatt, Powermaennchen: Thx! Battlecow: Too kind! I actually liked my original version of the cockpit framing more but there was one big problem: It wasn't functional. Oops!…
Hey Mike The scorpion piece is cool. I do think your shots spend time looking at it from a distance. I'd be more interested in getting a closer look at all time and work you put into making it functional and seeing detail where it would really be. Might be cool to give more of a story to the detail now. I've noticed a lot…
Thanks for the comments guys. Good to know there's interest outside of my own for this thing. Makes the effort even more worthwhile I think. Dur: yeah I'm crossing my fingers for a simultaneous 6.0/CAT release =D I'd happily throw this thing away in exchange for a commercial system. The challenge is fun and all but…
You may also need occlusion as a separate texture from packed rough-metal, if using a fixed function renderer and the user wants to tile metal-rough but not tile occlusion. glTF renderers typically work this way.
Hi! You can work in a lower resolution for better performance but then export the textures with a higher resolution. For texturing landscapes or large surfaces check out the polycount wiki for techniques and use the forums search function to find related threads. A simple approach to reduce visible repetition on large…
I read a lot in forums, people asking about things that are very easily done and they are either looking in the wrong direction or they are hidden so deep that you can't just spot them out easily. On top of that.. not many really mention them in tutorials! These will be very useful especially for people who start getting…
Just to clarify. The software I am developing is more similar to Photoshop, GIMP or Paint.net, than to Substance Designer or Nuke. Because of the nature of a node based engine, almost any workflow is possible. My first objective is to implement all the functionality of Paint.net, with some extras like non-destructive…
Ark you also have to factor in the industry that he works in deals mostly in independent contractors and you are you're own boss dealing with the business side of things. Talking to clients, hammering out details, working with people you have never met before. Going to places and sets that are outside of your comfort zone…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…