On strange lands, a tower is found, consumed by trees. Its top floor holds a throne room, a grand but perhaps menacing place in other times. Was it abandoned? The colossal roots piercing metal walls, the vines consuming and claiming spots suggest otherwise. Whether this empire or kingdom moved on or was taken out by force,…
Hello everyone, I am new here and I seen some pretty intelligent people so I thought I would come here with my issue. I am fairly new at UDK I have been only toying with it for about a week now. I am having some issues with a seam in my glass tube. I will post some pictures below. Hopefully you can help me figure out what…
At the end of this week I worked on a decal sheet, because my head has a hard time figuring out normals in Maya. I'm a lot more used to them in 3DS Max, but I'm hoping I'll be able to figure more out this weekend. Here is my preliminary decal sheet: Trying to find the right translations was pretty interesting. I found a…
Varies how I do the materials, either vertex colour or colour ID :) In this case I'm using a colour ID map with up to 8 colours (and a bit of custom shader logic to separate cyan/magenta/yellow/black/white) So the maps I'm using are 1024 set for the opaque stuff and 512 for the alpha stuff (both displayed at 2048 here),…
Ok got an answer on epics forum and this seems to be the way to go: Xenobite says: - terrain is working as colision on device - it is invisible but collision is still there definitely not the best solution to use for your level collisions what you should is - make terrain (ignore materials and just play with height) -…
On UDK I got 70~80 skinned meshes on screen chasing the player (1 player 5 bones, NPC 3 bones instanced). Each mesh was about 470 tris. Environment was about 13k. One texture (1024x1024) for the environment, using a UDK made lightmap, one texture for the NPC and one for the character. With Unity there's so much you have to…
Excellent points everybody. @ChrisRadsby you're exactly right about the lack of a focal point - fortunately the scene is pretty versatile and there are some good areas for taking shots with much better composition. I'll see what I can come up with after I nail down the lighting. I also couldn't agree more about the grass -…
It looks pretty nice. I love wall design it looks ace. i', sick and tired of scifi design now, but this is something refreshing. I like how u combine circles and flat surface. Imho u could add a little more very tiny details, like flat surface and little square with cables, all electro thingy. The 3d is not so bad but it…
how do you bake them?could you show your setting for the texture baker? and do you use cage projection? I do this in max usually so if its done in max here are some thoughts: by the look of it I could suggest that you keep the smothing groups hard and then use a cage projection to bake from one each other. But then again…
Thanks all for your input and comments! Rated Rrr: I can see what you're saying about the story/focal point. Is it not better to get the whole overview of an area rather than a small view? I'm thinking of cutting the wall texture in half so that I can create other features, such as draped cloth, cables, maybe even a bike.…