Done some on the wall :) Working on one for the concrete now. Also added some flowers, tweaked the grass and worked on the landscape a bit. Still isnt quite tesselated enough to get the mud where i want it under the fence. Might think about using an additional mesh that blends into the landscape instead edit: ignore the…
I think the files will be here. http://udn.epicgames.com/Three/DirectoryLayout.html#Autosaves Don't know about morphs, they could be slower in real-time if you're blending a lot of shapes at once, but you can get exactly the shapes you want. Bones require a lot of setup time to get the proper positions and weights, but are…
I agree that the 5th shot is maybe a bit to random. It's just a couple of cycles (RTS-game) that I've blended together and tried to make a bit more fun to look at than just from straight ahead. Maybe should tone down the randomness on it... And yeah... The Mocaps ain't my proudest pieces... Will try to fix your feedback,…
What you end up going with depends entirely on platform, engine and time-constraints. Not knowing any of those, here's my polar opposite wild-guess-opinion to Eric's: Don't go modular. You can either sculpt or use sub-d modeling, polycrunch (reduce it in polycount) to the desired polycount, unwrap it and blend a few tiling…
To me it looks more like those areas have a different material polypainted onto them (which would explain why they are all quad-shaped instead of smoothly blended, why it disappears when polypaint is turned off, and why it isn't acting like a true mask). Try filling the model with your desired material to see if they go…
Since games these days rely so heavily on story, lately we really haven't been blessed with good writing for a long time. So yes, games are in dire need of good writers I feel, so it helps to just write to be a good general writer and once some traction in the career is made, you reach out to games.
Thanks @lophead25 Still is still a work in progress though. You are right about the camera and lighting and such so here is a small update. No color information yet, as I still need to refine the shapes of the stones and need to make some small pebbles and such for the dirt, and then I can see how I can blend them both…
@Thnk -- Thanks dude, and good call! I think what I'm actually going is try to merge/blend those areas together and give her that puffy cloth look-- looking at it now, I don't think I captured it well enough, and you're right, the holes in the shall don't make much sense. @doses222 -- thanks man!
last time I messed with source, I found that there terrain system is pretty horrible > stitching multiple small patches together that can only have one texture blend per patch. Any time I see large outdoor areas in a source game I have to tip my hat because that had to be a major headache.
AFAIK the dominant lighting is done using a depth buffer in realtime using the shadow test to blend between two lightmaps (shadow/direct sunlight) and like any depth buffered shadow you get banding when a surface is near-perpendicular to the light's direction. Tilt the light so it's at a less extreme angle or swap it out…