Hi guys! I am currently working on a scene in Unreal that is basically a "remake" of the game System Shock 2. So far I've made a couple of props for the scene. One of them being a chemical container that comes in different varieties, but I'm kinda stuck on how to most efficiently use the same prop but have it come in…
I guess some of you failed to appreciate quality that came out of this places of higher learning even tho topics that contain 'recent graduate looking for advice and crit ' are very common So this ppl have done their diligence jumped through all the hoops to get a degree but don't have much to show for it without a single…
Yes thats right. Now lets go into some basic concepts: 0-1 space: You will use one set of textures, uvs are contained within 0-1 space regardless of the texture resolution. There is an exception with tiling textures, where the uvs can go outside of 0-1 space since the texture repeats. udims: Different concept, you assign a…
Why do you have a flash thingy for a static images? Burn it. Burn it with fire. (or make very good use of it, but your site is so simple it needs no flash) I also think your thumbnails are painfully small, as is the whole site in general. The content area looks about 550 pixels high, which makes me thing you made it to fit…
Thanks for the comments everyone. c0ldhands: The upper platform is just a huge wooden platform. The upper class won't risk having their beautifull view of the lake sullied by an un-kept boat. The open areas to the sides will be like parks that have Trees and such in them (the tree roots will be pushing through the roof of…
Ive never been a fan of levels. Passive skills based on the players own ability and character's experiences, not "xp" but experiences. I could never stand a game where a player would 1 hit kill me just coz there was a numerical difference in character level all else being equal. An ideal mmo would have complexity enough…
What Justin said is what I've experienced as well. There are level designers who work more as a go-between for design and art and may or may not do some other more technical things like placing spawners, scripting, etc. Then there are world builders who go through and make it all pretty; paint the terrain and clutter,…
Yeah its getting there, you still have a lot to learn when it comes to achieving the results you want. I recommend playing around with different techniques until you get bored. Using a reference image you like you could try to 'copy' (using the term loosely) the style of paint in a very contained area. Once you feel you…
That first one is waaaay to dark.. It's kinda hard to say anything about it since you can't really discern from the picture. Over all you have a very flat material definition on the house and a pretty random material feel for the blue door. The layout and the modeling of the house isn't to shabby! You just need to go back…
Anyone who has studied Epic and modularity will immediately be able to see how closely you laid out your map to the one contained in this Epic white paper: http://udn.epicgames.com/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf Imitation is the best form of flattery, but be careful how much of your "design" is…