hey Sarah i wanted to comment on a few things. Firstly i really like the fact your going w/ stylized textures. if think you could improve on the diff/normals. for the diff for the skull head, you dont need to put in the extreme white highlights like you've done, it can be toned down alot more. Let your spec map make the…
UDK is meant to work with baked lights for the most part. Using exclusively dynamic lights would cripple the engine pretty fast (unless you're using the DX11 features I guess), and you would miss out on some of the benefits of light maps like global illumination. I mentioned in another thread that turning the Normal Boost…
Thanks for the feedback guys, I'll probably do a long scrollpage version of the site and see if that works. Or might go back to the old site and add the tech stuff in there. Both sites are hosted on the same server, only difference is that the old one is just plain HTML and the new one is wordpress, so easier to maintain.…
So some parts can take hell of a long time to model once, redo, and just take longer than expected to figure out the shapes and flows. This is one of them: Overkill on the detail perhaps, but I had the refs and was doing it already so I figured why not take the extra steps. Only missing the firing pin spring, but I did…
Engines like UE4/Unity are using real-time PBR shaders. Offline renderers like Arnold are using their own proprietary shaders. They are completely different shading models and are not compatible. Offline renderers are starting to adopt the map channels of real-time engines to recreate the material, but not the shader…
Ahh, cool! I'd say the scene just needs props, like reusable boulders of various size to add geometric variation to the rougher base. Which you probably planned to do already. (: There is one neat trick posted by Slum in this thread, bit extreme and intended for baking down to normal maps, but could be used at a lesser…
Smallish update. Haven't have time to work on this much today. Planning:Since this entire place is almost 100% organic, I don't think I'm going to ha ve that many modular sets. Aside from a few mushroom, rock, and stalagtite/mite sets, most of my assets will probably be unique.I want to experiment with UDK's advanced…
My plan to start things off is to work in modular pieces which I put together quickly after gathering measurements of real world sizes and began to get something in engine to look at and begin working from there. At this point, the models are almost a caricature of what they are going to be just to get proportions and…
184k tris and 8 materials (4 hull materials, 4 decal materials). All the texture inputs (aside from the manufacturer decals) are greyscale, tinted in the engine with 3 tints per material (masked via pure R, G and B vertex colour). Looking at a 2048 normal map, a 2048 multimap (diffuse-roughness-dirtmap-transparency) and…
Hey Ryan, Upfront: I'm going to be a little hard on you, as I saw a couple of little things that I did not like or that a bit bad. Sorry! :( 1: I think your hawk graphic in the header has some really bad aliasing that you could probably quite easily fix, but stands out to me as sloppy or rushed. 2:You've got these rounded…