I think generally unless you go crazy with poly limit like 100-300k and above you can get away with a lot of geometry. What it really comes down to is modularity and smart use of textures. IE can you take a Building and then kit bash that thing into 3 more buildings using some UV tweaking, vertex shading and shader based…
I'm not sure how I would go about setting that up considering that the floor is anything but modular, But to correct the low resolution I will try to give it more space in the UV map, and if its still too pixelated I might split it into its own 1K texture set. I took note of the bike and I agree with you, I think I gone…
As a student at college I could say I haven't learnt anything from my college, its so bad for teaching games development, i'm currently 17, last year of my course. Things I haven't learnt concerning 3D Optimization the importance of edge flow sub-d modelling modularity in environments the importance of polygon count UVW…
well, you win some and you lose some, just got to do what the boss says right?. But for your second piece remember to model modular. Don't build it as an "L" Corner piece. build the one side, and then a center piece (box like asset) for the walls to insert into. keep it flat, and go from there. again if a design is ever…
Thanks :) . Project is almost complete, right now I'm working on the room where the creature escaped. This video represent an earlier version of it, but its close to what I currently have. [ame] http://www.youtube.com/watch?v=CzIWbov4ee0[/ame] Pardon for the low frame rate, fraps was failing so I used camtasia for this…
Playing through the game right now, still halfway through but I can say with certainty it's one of the most beautifully rendered games I've ever seen!! I have my gripes with some of the gameplay decisions but all in all I'm having a blast! Congratulations to all involved and thanks for posting your work too, it's…
That seems like a very smart way to tackle it! I'll be sure to do as you suggested. :) This is what I have managed to produce so far. The crates and barrels are UDK's own and are only there for filling the level as of now, I will model them myself later . I have never worked with modularity before so this is kind of a…
Update town. Population, me. Sully's plane from the original Uncharted. I was trying to do something in that vintage travel poster style, and his 1940's era Grumman Goose with the pinup decal on the front has style for miles. A first attempt at modular environment modeling. I have no idea what I'm doing, but it's super…
Not only that, but I would like to focus on the modelling and make it easy to move to Unreal. Not having to play around and drag something up until it has the required height. Works fine with cubes if you do not do too many modifications, but once it gets more complex it becomes quite challenging. I have used the measure…
This is IMHO one of the major disadvantages of the new Quixel Suite,the overall package is really great but i always have to worry about the resolution of my details,and when working with modular textures it's sometimes easier to get a quick and nice result in dDo with it procedural tech then the new DDO. I prefer the new…