Hey haiddasalami! Cool idea, this is definitely useful for working with UDK. :) One thing I might suggest is that you investigate Sets with custom attributes on them (eg. export path) so that if the user exports a selection of multiple objects to a specific path/filename, you then store those objects in a new Set, name the…
Overall I think the content is pretty good, but you have too few finished game models IMO. Most of your models seem to be polypainted already so it shouldn't be all that much work to make them game-res. I think the pumpkin girl looks pretty good overall (if a bit simple texture-wise), but I think the pumpkin itself looks…
Even still, you're wasting a -lot- of triangles. Bricks should not be chamfered, broken bricks and cinderblocks have a lot of redundant loops, the center loop of the tire doesn't contribute enough to the silhouette to exist and the inside can be much sparser too. In total this prop is ~5k triangles... far too much for some…
The face looks fantastic, it would be helpful to take a look at those eyes, but from what I can see, it looks great. Just two things about the face stand out to me. 1. In the photo, the dude has a bit of an angry grimace going on that pulls his upper lip up and out, resulting in an inflation of the form above the…
Just thought I'd post up some more screenshots of work. Stairs: Railings I've also added more stuff into the UE4 scene but the lighting is still pretty terrible at the moment. To be honest I'm not really sure how to set up proper lighting for this scene considering everything is lit by lots of small lights, and using…
Hiyas all! First - thank you all for all the feedback! It truly is a wonderful thing to get so much response! Here's the latest update - tell me what you think! @Hboybowen - I followed your advise and made a new canvas with the help of nCloth. It helped, haha! (I still feel I should make the canvas with even more polys,…
What exactly is wrong with your results baked in maya? There is something funky going on with dark shading at the top of the largest polygon but aside from that it looks fine. My xnormal custom cages workflow looks like this: *Open the xnormal 3d viewer *Check the show cage box on the left *expand the cage by dragging the…
He doesn't look like a traveler, more like a warrior. You're jumping ahead of yourself I think. Step back to the concept phase and try to define what your character really is about, gather the necessary reference (stuff you don't know what it looks like from memory) and design accordingly. Example; if your your character…
@EarthQuake Sorry Joe, but I don't see how that answers anything. Maybe I didn't explain myself well enough. 1-When I create a polygon primitive in a 3d app like Max/Maya, I assume the RGB value each vertex can contain is empty by default. 2-That's why when I load something like the LeftSphere in TB2 and set it to Vertex…
Is it possible? Yes. Would it be tough to put such a thing together? yes. To some extent TOTAL personal creative freedom can be detrimental due to not having a cohesive end product. On the other side if you don't NEED a cohesive end product then bang away. Basically think of quake 3 or UT after you installed all the user…