It worked well, might want to add in some ambient sound, give it a more creepy feel. (Add some text saying that you can right-click for fullscreen) Personally I walked through it in one go, but it felt accidental when I found the suitcase and the correct door. Other than it feeling a bit repetitive (decals and some…
- Some UV mapping problems (eg. victorian house, last pic to the left). - That broken hearse (looks burnt to me).. why is the lamp still glowing? doesn't seem broken to me. maybe it has gameplay functionality to draw the viewers eye but it doesn't seem like it. - The broken mausoleum. I think the diffuse could be 256x256…
Wow this looks really awesome. The only suggestion I have is maybe add some more soot and wear on the canon bottom edge. The canon door can use some wear as well, maybe knock out the bottom of the door and show some splintering as if the canon nicked the door when firing. Great work though. :thumbup:
Yeah, actually was going to do that as part of the "grunge pass" because the two stall doors use the same UV space. And although you can't see the second door, you may in the future. So I was going to use a floating poly on the door to give it some uniqueness, while still using the same texture as the other.
Hey, I tried searching about this information a bit and was surprised not to find anything. I have issues with when I create Smart materials (in 1.6) within groups sometimes they land in a completely different place then I expect. Sometimes they land in a group outside my current selected group (woot?). For instance, I…
@9Solid, thanks for the critique! That's actually not the imprint of the latches against the door, but rather the latches themselves. However, upon looking at the area, I can see what led you to that idea. I made the metal pieces too thin and form fitting to the door. I'll go and correct this error when I make the proper…
Add a door. Make your self a large pot of coffee, sketch some designs and make a badass door. Depending on how fast you can work, I'd think you'd be able to have one made within a day or two. But if you don't want to do that, than just close it off with a wall. A door would be way cooler though ;)
If I were you, I would put some computer control surfaces or something on the door in the ruined lab scene, or work on the ground a bit, or something. That lab scene is really awesome and I love what you did with the machinery and plants, and the door looks ok but compared to the rest of that scene it stands out as not…
So if I have a sci fi door lets say and it has complex rigged animation - and I want to make it a class blueprint - how can I make it so that it has a box collision around the whole door? if it is a skel mesh? rather than the little capsule that appears Do I bind the UCX_Sci_Fi_Door to the rig and have it animate with the…