Thanks for the comments :) Here is a little update. I managed to mostly finish the leg up. Right now I am seeing if what I have currently is good for the functionality of what i need this robo-spider-house-thing to do. Heres some pics As always, any input is greatly appreciated!
Thanks for your feedback so far. I shortened the front and made the plate on top of it larger. Hope you are satisfied with it: Ah, always wondered what's the function of this part. Thanks, good to know. Yeah, I thought about editing the main chassis in mudbox. The weldlines are one of the first things on my list ;)
@LROY - have you tried using this guide? http://quixel.se/usermanual/quixelsuite/doku.php?id=toolbag2 The photoshop dissapearing act is a bug that we're aware of and trying to eliminate! @throttle kitty - sorry, maybe in the future we can have that functionality! Yes the window focus is a really annoying bug and Teddy is…
Your example. Every tick it will be randomly selecting between the min/max. (I don't think Unreal is using a smooth noise function for this). Do you need this behaviour? Would a uniform initial size (with a constant curve on Size by life) not do what you need? Edit: (Which is what ImbueFX suggested!)
I love the computer rooms, they are so clear and consistent. I also love how you made that clock functional if anything that's my favorite part. Also +1 for doing something that's clean not saying that grunge and stuff is bad/overused but for the most part people don't touch clean stuff too much
Imgur is a mixed bag, it's easy to use and has alot of functions to gallery your images to your webpage, but the basic account has image downsizing and compressing going on, so I'm not sure how well that will stand with some people trying to show off images at HD sizes or slightly above or panoramic renders.
as someone that enjoys non destructive workflows i can honestly say that a program with functioning modifiers is heaven to me. Locking everychoice i make by collapsing history etc is no good :( and that from my experience makes max a very powerfull package. Sure it has some retarded stuff but all programs do.
as a kind of side note: I've found that using the Black & White filter in photoshop gives different results from simply sliding the hue/saturation slider down to gray. I was told B&W filter was more accurate to see the values but I don't exactly know the math behind the different functions.
Unless the Camera is going up close and personal on the grates (as in you'll zoom through them), Perna's suggestion is the best one. If you're exporting it later on to a game engine like UDK, you can use a Fresnel function to give a sharp fall-off around the slanted edges, faking even more depth.
Thanks for joining in here! I want to try this out as soon as I finished my current project. With BI you can actually bake decal normals to the normal of the underlying mesh in tangent space, I did that, though at that time I wasn't really sure if such a function has any actual usage.