The broken glass right now just doesn't have enough geo definition. It's very cartoonish in how it's broken. Don't be afraid to use more geometry to better define it. Either that or just use a texture w/alpha like Leo suggests.
Thank you very much for the tips. I didn't know it was better to have the called function inside the rollout's scope. "selection.count == 1" is more comprehensive than what I had. and I'll make sure not to only define controllers. :thumbup:
Ok for the sound. I noticed you didn't have the sound defined as "Ambient" in the browser window, UDK won't play it properly otherwise. Right click the CUE and go to Sound Classes:Master>SFX>Ambient. I can't test at the moment. But do that.
dirt and scratches define the shape of an object, atleast the ones at the corners/borders Like drybrushing is used in miniature painting or similar objects, it gives shape to a form which does not have enough definition in the physical shape itself to look like it should
i fixed it in the end by creating separate pillar models because in the beginning everything was one piece including the pillar but its ok now any idea how i can get decently defined shadows because there is not too much info on it?
Great work, Ferg! Love the styl and execution so far! My only nitpick would be that the hipbones are a bit too sharply defined, it kinda breaks with the rest of the model that is pretty fluent in it's shapes. Also, costume variation nr2. Asymmetry for the win. :)
MODO has really nice snapping, It makes precise alignments a piece of cake. MAX: I like the edge creasing and being able to adjust vertex weights prior to export to zbrush - nice way to define your basemeshes better early on.
I always thought you should add a Artdump category and probably a WIP section and finished models section because pimping and previews isn't really defined. So it should look like that: Pimping and Previews: - WIPS - Finished Stuff - Artdumps
your getting his likeness down pretty well, only thing is watch the pinching on the side of the lips, also the brow line looks more defined in your ref image...nice job on the texture so far, keep em coming!
As a rule of thumb I would always do quads except where you need to define a triangle edge to control the shape of your model. I don't like looking at triangulated models, presentation wise it looks very dated and messy.