Here it is completed. Took approximately week and a half. -1760 tris; Going to lower this since I forgot the eyes were still the default mesh I'd made earlier which isn't optimized. -1024x1024 for the Body textures, 512 for the Head, 512 for the hair, and 256 for the eyes. -All pics taken in the max viewport. Had some…
Thanks again for all the good words. Irritant, hehehehe. Actually I think depending on the type of a game, 5000 polys to be constantly in a first person view, is a good investment in my opinion. Especially if you are not using normal maps. In all of my weapons, I just use a good ammount of polys where needed the most, and…
Being below 1000, I don't think you should really optimize it (although I do agree that they are wasted), but I would spend more tris to make it look better in first person (which I think you should take a screen shot of :P ) I'm a bit perplexed about the texture size though, as I've seen most weapons models on here using…
nice to see you keepin it improvements with every new one, not to keen on your cobbles though, there ok but much too clean and look more tiled than they actually are, id say its probably cos there isnt enough variation in the cobbles, you probably dont need any more variation in form but you only have three different…
damn, those shader settings look daunting!! The bigger of the two matcaps you shared also crashed for me when zooming. I was able to fix it by clearing out the surface bump texture in S3 and also set the CanvasBump scale to 1 just for good measure...it didn't look like there was any noticeable difference in the visual…
Grats on starting up your folio and putting something up for critique. I just want to offer up a more efficient alternative to using UV space for making a crate. there are lots of ways to do it and these two are not the end all of all crate textures. I think instead of mapping everything uniquely like you have, you can go…
Let's say you have four buildings. You give each one a UV layout filling the 0-1 space, and you set the resolution to 512. Then you create your textures in photoshop or substance painter. So for each building you have one 512 material. A total of four materials. So you have four separate materials now, but in your game…
You can use overlapping UV's but you want your light map channel (normally the 2nd UV slot) to be uniquely unwrapped. If you don't have a second UV channel created I think it copies your first, which might be the problem you're running into? You can create a second channel on your own or have UDK auto unwrap a 2nd channel…
hey josh. a few things i noticed. your unwrapping is wasteful. lots of examples of this. Your red arrow shooter has all these sides that could have been layed over each other in the unwrap. That thing could easily have been done to the same quality you have with one 512 texture. having two 1024 textures definitely wouldnt…
Okay so I have a few more questions that popped up and wondering about. -Since UDK has lightmass and you can use emissive textures for lighting, in what cases do you not even use a actual light. I have some blue lights in a texture with use emissive checked and it does a decent job of bouncing that blue light. What can…