Kevin, thank you once again for showing us your workflow and your process. I was beginning to get stressed out just looking at the WIPs and reading through the info on them! It's amazing the work you've got to do in the time you have. Thank you once again and will continue looking forward to the things you show!
the 3 default does OK in ModoSE. I was having wicked seams once with no alpha output. Once I used it they were fine. --- Thanks a lot for this. I just haven't been happy with my bakes at all and was trying to layer a bunch of pointlight maps to get what I wanted. I'll definitely try it soon :)
Once again I lost myself to test different camera angles and dof effect. For some reason I like this one. I never knew that the old version of Unity could do something like this :) There is some depth alpha sorting kind of problems with that fish trap. Once again something that I need to solve.
I'm going for brand new, but I will add some decals once I have gotten that function to work and also make some alternate pieces to make it look more natural. I'm working on the door right now as I mentioned before and will post the progress of that once I have enough done to have something to comment on! :)
This buffer is what we need once in a week from the pros that are in Game Industry, and people who are pros in general. Thank you Sir. Hawken, Much appreciated. :) I wonder if there are any buffers for those who are doing 2 things at once. Like, going to college for studies in different field and self learning 2d and 3d…
Been fortunate to have interviews, and lost some days due to personal issues and helping a friend move. I just need to finish fixing up this little R2 unit...then it's onto retop. Again, any crits more than welcome. Feel like I'm talking to myself in here. I’m one with the Force. The Force is with me.
I believe if you import the mesh in unreal it will look like that, but once you build, it'll go haywire and look like crap xD. So your using hours on end making good lightmaps are worth it coz once you build, it'll look awesome and not some strange shadowy thing facing the sun XD
About 70% of it is still in blockout stage, but yuh... most of the stuff is more lower poly. Once I get the textures going I'm going to revisit some of the pieces and cut more detail into it, right now I'm just trying to get models done for the scene. This will be going into UDK once I have everything modeled (initially).
Thanks for all the replies. I don't know if we should post on reddit. Our problem is, that the coder could only use Unreal script. I guess that's like forcing an artist to texture in ms paint. A programmer who used c++ for ages and is now forced to learn unreal script could loose motivation really fast.
beware though- max's idea of snapping to grid is to sometimes do it so whatever you're snapping is 0.01 off or something ridiculous like that. infuriating as you then have to type in the co-ords manually, which sometimes doesn't work because max decides that it likes the mad decimalisation of the co-ords... ooops that…