Monster's "performance triangle" is a very good analogy. Here's a relevant example: The way in which you unwrap a model can actually affect the final vertex count as well as UV splits will count as extra verts: in the case of all those tree leaves, the vert counts between your two methods would be the same, since you're…
It looks like with your current models you have textured so far, that they have perfect symmetry. In case you did not know; You can delete half of a model, if it has perfect symmetry and you intend on keeping the symmetry throughout the texture as well, and then map that one side of the model. You can then mirror the…
Haven't seen this one, looks frustrating! i can only think of some things to check here. OS might matter, and check your video card driver version. Multiple monitors? Do you have any software overrides/tweaks/overclocks on the GPU? Does this happen when the UV editor is in a panel or in a torn off window? How about if you…
Sorry it totally slipped my mind :P Some things of note: I used the shell modifier for the first time to make the outer cover thingy. I never even knew this modifier existed, what a time saver! After I used the shell mod I added an edit poly modifier and added in all the support edges, and used chamfer on the holes to get…
Hey no problem 512 for fps weapons is small. As a result, the weapons have mirrored details 90% of the area, only key items are fully unwrapped. Lots of instancing here and there, for example, baking and texturing a single Picatinny rail notch and instancing it in the low res, and so on. Some barrels have quarter unwraps…
I had a macbook pro and ran boot camp on it, and it was solid as a rock. Only problem with it was that it happened to be apart of a line of Pros they released with a wonky GPU and had the tendency to just up and die, but they offered a free repair if that happened, cool right? Well not unless you spill coffee on your…
I agree with r13. It's not an event for us, but it's still great to be there. I personally love the energy that surrounds E3. Big games, loud music - it's all great to me. My first time going was 2003, and I loved it. I stayed at the Travel Lodge, right on Santa Monica beach. That year though, E3 smelled. Not sure if…
Off to a good start, the stock is the best part, from there forward it needs work. Crits: - The pump shouldn't touch the stock. When its resting it's a few inches away. I think you slide it back to eject the shell and forward to load a new one. - The second barrel is actually a magazine that holds ammo, they are normally…
I've recently been reverse engineering some example content in UE4 and I came across some of the flowing fluid materials and meshes from the Elemental Demo a long while ago. One thing I was noticing is that the texture is pretty much a panning tileable texture moving in a single direction, but the beauty of the effect is…
Hi guys, as my graduation work for college I'll be trying my hand at some volumetric clouds in unreal. I'll be posting my new progress here, as well as what I've got so far, feel free to comment or ask whatever. My initial test was to just place some particle systems in a cloud shape. This wasn't bad but it didn't have a…