Hi :) First things first, one thing you may want to do with these peices is to add some images showing a wireframe overlay of the 2 scenes- this will help other forum members give a better critique on the technical aspects of the scenes. Also, it's worth stating whether these scenes are designed for handheld consoles…
Very interesting conversation. Sometimes I fail at planning and don't know what I should be doing next. Kind of gets frustrating sometimes. Also I get perplexed as to why artists can finish assets in 8 hours that would take me 15-20. Like you said, Observation plays a major role in progression. I suppose as a note, adjust…
I'm not sure which engine really. despite going to college for Game Art, i have very little knowledge outside of maya or photoshop. I'd like to be able to throw it in the source engine or UT3. Which engine do you use at your college? (I use UT2004 right now at mine.. Art Institute of Fort Lauderdale. We're in the process…
So post two on this development; mostly on how to achieve different parts of the shader and the current progression of that and the character herself. There are currently 3 methods of getting outlines in UDK as far as I know: Fresnel effect, post processing and duplicated inverse mesh. As seen in a lot of animated films…
all depends how realistic you have to be - Most games are NOT realistic, especially since they offer much more space due to gameplay and camera needs. Real medieval cities and houses were very crowded. There were no standard door heights or any building regulations at all. People also tended to be smaller than contemporary…
While I don't know about conditions in the US other than where I live, much less the UK, I do know about the phenomenon of 'white flight'. I can't help but suspect that this thing exists in other places. 'White Flight'. It's one of those 'Us and Them' problems. A surge of 'non-white' immigrants moves into an area,…
I didn't want to start a new thread, and figured I could get some insight in this thread. :smile: Apologies if this is a bit image heavy. I've been facing this irritating issue with dynamesh, albeit probably not a big deal in the grand scheme of things, since once it's baked down with textures applied + compressed in…
site looks good. the scenes look very sterile. The textures look very flat and it looks like your GI is just washing out whatever bump you have on anything. If you have bump on the stuff... It' difficult to get a true sense of scale with anything in the scenes... I can kinda tell how big things are supposed to be by…
keep in mind with unreals auto generate lightmap uvs, its not actually doing an unwrap, its taking the UVs from channel 1 and repacking them at a consistent texel density. so if you have stitched/overlapping stuff going on in channel 1 it will carry over to your lightmap and you will get that overlap error. you can do a…
Okay I am going to be honest and harsh. Only pieces that are worth keeping are the Sig, Wood stump, and hydra, and... maybe the Wood floor + fan cobblestone. Shibuya South Exit Environment UE4 * Looks empty * Looks rushed * Overtly minimal * Overall lacking detail * Various items look last gen or older UE4 Sci-Fi Alley…