Welcome to making of "Town square" map in UDK Introduction: Hi , here i wanna share with you lots of experiences during making this scene named "Town Square" . this is the scene I've done as visual target to start a new project and in this case i should define a process to make an environment fast , instancable and organic…
Thanks for the report. Does this crash with any scene or only specific scenes? If you load one of the example scenes from the library window are you able to render it?
Hey, i am making a scene and I really need someone elses feedback. Because i am working on this scene for some time and i think i lose my objectivity about this scene. I hope you can help me :)
This is my Shrine scene I have been working on since last September. I had I a lot of struggles getting it to this stage. The wood trim sheet was really tough for me to get where I wanted it to be. With feedback I went through several iterations. I think I landed on one that looks pretty good for what I'm going for. The…
Have a nice day everyone. =) During my free time, I had the opportunity to work on my scene a little, in particular on rocks and landscape materials. I don't really like the current cliffs part of town environment, so I decided to update it a bit and instead of a mountain, make a valley covered by cliffs. So here u can…
So I did a bit more research/reading on iRay VR and there's actually a bit more information to it. At a basic level, iRay can take snapshots of both a left and a right eye image which is used to make the 360 degree panorama. This is the stuff that runs on any headset and isn't performance taxing. What Nvidia showed in the…
plyrs - So this is coming along really great, some smoke effects are nicely subtle. I'm worried though if you don't stop soon the scene is going to become too cluttered. One thing I can't help but notice is that my eyes are always drawn to the ivy coming through the window, I think its because the ivy is a very plasticy…
The problem most studios have with people coming out of 'game' programs is that they very rarely show any area of specialization or focused interest. Too many portfolios and demo reels show a superficial introduction to a wide-range of skillsets: a bit of character modeling, a bit of environment art, scripting, rigging,…
Starting with the light assets first so I can get most of the lighting up. So that when I create the rest of the assets and bring them in, I know how they look in my scene and how they react with the light. This is so I can then make changes to the textures if they don't match up with the reference. Also It just helps me…