It is hyperbole, but I wanted to have some impact with it. :] I have used this on a 10k tri object and my VERY picky normal map eyes couldn't spot errors. I'm not saying errors can't be present, but on that object it was great. I will be trying this on a 50k tri hard surface object soon and I will have a more definitive…
I've read and reread the thread a few times, and I still can't make out what you're doing or what the problem is, even with the pictures. I will say this though: 1) Don't scale -1 to flip the object. This looks ok by default viewport settings, but if you enable backface culling you'll see how it really tends to mess with…
It looks like it was rendered with a background image (environment background) or against a simple plane. Technically the ball and the shadows are on the same pass? The 2nd pass would be the background if it isn't included in the scene someway. I think you're dead on, using the matte shadow shader, but you have to remember…
I want to see them do this workflow at actual artist speed. It seems inefficient to poly model all of these cutting shapes and not just model the final object. None of these guns are very complicated to model and their example (the rail system on the ar variant) isn't that technical of a model. I like the idea that they…
There are a few FBX export tools floating around. I wrote this one specifically for use with Unreal4: https://dl.dropboxusercontent.com/u/2336353/FBXport_v1.02.ms Set the path: CLick the [...] and browse to the Unreal Project. Usually C:\Users\USER_NAME\Documents\Unreal Projects\MY_PROJECT No need to target the content…
I have used Photoscan for a while now. Works great for me. I tried making a tree trunk, which turned out barely decent, i only got 20 photos (you should always get around 40-50 for small/medium objects, and 100+ for big ones) because my memory card ran out :/ *no displacement though, which would really help it. Going out…
Sure nicafornica. It's a fairly simple setup in UDK based on the default lighting rig presets(in fact, the sky object is the one non-original asset used in the scene). The sun itself is nothing more than a Dominant Directional Light object(which can be found in the actor browser) When you add the DDL into the scene a…
When using references to model the objects that you are tasked with, does your lead or the Senior artists ever tell you of websites that they use to get the images from, or would they already have files on a hard drive or something that you can reference from? Or if you have to could you ask them if you need to go take…
Alright after using it again I remember why I left it aside earlier :D My thoughts : Curvy needs : - A floor grid for visual reference - Maya-style navigation - A way to easily select, move, rotate, scale the created objects with Q-W-E-R manipulators - A way to frame on currently selected object, and the whole scene if…
He'll do great by doing the opposite of that advice. The suitcase is fine as it is. Adding more stuff will just read as noise in game. Adding more scratches along all edges (which I know a lot of people like to do) looks terribly noisy, unrealistic and makes the whole object harder to read, not easier. You don't want…