Saloon - Film noir Film noir Project is principally work on light. We were two on this project for eight weeks (with many others projects). My friend and I almost work together for composition/light and Nuke part. I modeled the room structure plus my props, animations and placed almost every details (bottle, cards). My…
In EVE Online, they used a lot of fancy shaders to bypass these issues. One of the CCP guys made a post about it here somewhere (edit - found it. Brice goes on about it a bit: http://www.polycount.com/forum/showthread.php?t=69251&highlight=eve+online+planet). Other than their solution, what's been discussed here is good.…
Good start for someone new to udk. I'm no pro myself but here are a few ideas. 1) Are these going to be ruins? Have they been there for hundreds of years? If so I would recommend taking a look at something like this. http://cghub.com/files/Image/004001-005000/4855/691_realsize.jpg Make sure the objects know each other.…
If you ask me take a top view render and design top down (similar to a map ) so you can connect different elements in geometric relations Also find what the most important thing in your composition and build around it -> build relation base of that point Few things to keep in mind : - geometry - golden ratio - bold…
f0r the love of the polygod optimize your layout! the wated space makes polygon jesus cry http://www.polycount.com/forum/showthread.php?t=69920&highlight=uv+layout I tried to dig up some threads on this..but it is way too early
The M-308 gunner was way more rounded and blobby than this from what i remember. the edges weren't so harsh. even Irem's own art has curves on it's angles so it's more pleasing to the eye. try looking at more references for it and understand it's shapes better, okay? http://toyboxdx.com/phorum/file.php?1,file=6928…
I just got myself pretty much what you're thinking of and it is a beast. I have: * Intel Core i5 2500k @3.3Ghz * AMD HD 6950 2GB * 16GB 1600Mhz DDR3 RAM I would recommend it.
Okay so I've spent a few hours revising the proportions of the objects and redoing the camera aspect ratio, I have it set up as a 2.094 ratio and I've changed the FoV accordingly to match the concept, currently sat at 69.3. Here is where I'm currently at with it. Before I continue with any other changes I'm going to get…