So it's been a while since I've updated- I've been up to a lot. I created a first person mesh of the disc launcher, cutting out all of the back and a large portion of the right side of the gun that you don't see. And pushing the detail since the mesh is right in front of you. The workflow I used for normal map creation and…
I saw many examples for splitting a weapon into multiple textures,and it is a totally usual thing in environment art (buildings, big objects) but I would say you already use 4k which must be enough... A FPS weapon usually takes the 1/6 space of the screen in game and even if we use full hd resolution , the weapon gets…
@Noren : Thanks! You have some really interesting points. I slapped on the glowy eyes, because I thought it felt Darksiderish, very early in the process so I didn't really think much about them. Maybe they do throw off the scale and maybe even the overall composition. So I've removed them to see how it feels. Removed the…
You can do it without scaleform, you can code it in UnrealScript. Check out HUD.uc in %Development\Src\Engine\Classes for the lowdown. The Function is Drawtexture or something, it's not hard to miss. the hard bit is actually capturing button clicks. Well, it's not TOO hard If it's a rectangle or circle, it's easy. For a…
Good stuff, but there is mixed quality in my opinion Your archviz screens all have things that dont work in it and are all in the uncanny valley, and archviz lives from photorealism. The first screen has really bland furniture, strange lighting and that photoshopped part on bottom totally destroys the scene by making…
There is now a new stability upgrade addressing hopefully all reports -- thanks again everyone for posting your findings! The improvements include: * Fixed bug where dDo would hang around in the process list after being closed - Thanks to mats effect * Fixed bug where all maps would get channels flipped on export, and not…
ghost-d - Thanks guy! Was just wondering if you had any specific things you didnt like, we accept all forms of crit with open arms! Muzz - Yea man, Im just one guy doing the content with an animator, theres too much stuff that goes into a game like this to do painted with 1 guy on content. :) Abrvpt - Thanks for your vote…
[ QUOTE ] If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on…
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Well that's the thing, and it's actually very related to the subject of that thread. My problem with Maya is that it requires the artist to know more than needed. The application is great as a pipeline element - I see how easy it is for coders to integrate it with other apps and tools. However from the artist point of view…