The game play itself is great! I just wish that i was actually paying for $60 worth of gameplay instead of $20 of gameplay and $40 worth of cutscenes. Wasn't really happy with the story, either. I don't think they wrapped it up in a reasonable fashion. The plot might have made a decent first draft, but they made it the…
Bertmac - My workflow for uv-s: For my first texture, first i decided to the floor panel will fill the height of the texture because this is the biggest piece of the scene.I UVd it and baked.Then when i had another piece finished, i attached it to the floorpanel, and added unwrap UVW.Selected the checker map, so i can see…
Thanks! for project news: I have finished place and texture the living room and scullery yesterday, still have to plan the interior light but everything went as expect. Now i'm on home office, there is a huge list of props for export the tex and review *(tex done yesterday) now i will place things and create all materials…
AllyAlbon I call mine 'project Badass Bunny' ;P You know... cuz why not. Also, her lower legs, kneecaps and down, look a little off. Proportion and form. Denny Kind of both, I guess ? I'm sure I could tweak my face lots more to match the concept art, but I quite like how she looks right now... Pav3d I think her hair on the…
I want to see them do this workflow at actual artist speed. It seems inefficient to poly model all of these cutting shapes and not just model the final object. None of these guns are very complicated to model and their example (the rail system on the ar variant) isn't that technical of a model. I like the idea that they…
Don't mean to hijack this thread but I've encountered another issue with normals that never used to happen until I updated to the september version. This is how it happened: Created model in Maya -> .mb -> .fbx -> UDK editor = Normals looked good :) Had to tweak the pivot so openeed the fbx file in Maya .fbx -> Maya ->…
So here's a little update on my concept: Not sure if I will keep the colour scheme as is, but it has the 'feel' I want. Just a little heads up on the feet, This shows how I want the feet to collapse when the Persona changes from ground to 'flight' mode. Finally the orthographics. I did change the helmet in the orthos on a…
I would make a master group for the whole scene. groups things based on UVs/Shaders/Pivots. Combine things that should be together instead of grouping which depends on your scene. (too many groups can cause headaches) In terms of Naming convention, name it in a way that is easily selectable with select by name. Imagine if…
If you were working on 3ds Max, here's some tips: Smoothing group - "Set Smooth" to the model - Edit mode - Select edges to cut the smoothing groups - Click on "Ctrl + E" - Choose "Mark Edge Sharp" - Modifier / EdgeSplitter http://wiki.blender.org/index.php/Doc:2.5/Manual/Modifiers/Mesh/EdgeSplit Bevel - Modifier / Bevel -…
Definitely an improvement. The toes still look too small. Distance from the ankle to the leg lister and as emitters seems too short. Also modeling this in a very unnatural stiff-legged position isn't helping. I know it makes things easier via gridsnap and world coords, but max has a construction plane helper for modeling…