BEVEL EVERYTHING SMOOTH EVERYTHING AT LEAST 3 OR 4 TIMES Gotta have the normal or bump map intensity at like 20 SPEC EVERYWHERE, gotta have that intensity at 20 too. Check board texture looks good on anything. Don't forget the lenses flare. And glow, don't forget glow. Oh and over use depth of field. Poser is the best app…
Hey guys, i've finally finished my studies in school and am able to post my work. The most recent piece i did was the barbarian & sci fi environment so i plan to create another character & environment pretty soon (while i wait for replies from companies on my applications) to possibly place within my website also or even…
Hello. I would like to ask you for you help. I used a lot of Maya in previous days but right now I am switching to blender. I have difficulties with getting used to blender, especially pivots, snapping and aligning. Of course I am googling and doing my own shortcuts but it is still very confusing for me. Right now I am…
I think it's great. The rivets may be too big but I think it helps lend to the cartoony feel. Awesome robot. My main thought for TF2 is that BLU is the 'hi-tech' team and red is the 'Jimmy Rig Team'. In this case I think it would be cool to have the robot be Blu's and Blu in the defensive position. I'd do stuff like a…
Thicker walls block light leaking and offer a little more flexibility if you want to nudge the meshes off the grid for some randomness or variation. Also for newer games if they are using mesh shaders or nanite, closed meshes can cull meshes behind them better.
Hey. Solid environment art. Awesome name too. http://www.moddb.com/games/grim-strange-case I led a project by the same name.... we never got as far with our gameplay as you have, but we were dope. Anyways, keep it up. I love your concept art.
I've seem to hit a rut. I've checked out Epic's particle tutorials, which were really neat and I tried to get a sand dust particle going but utterly failed. I want to have some random sand dust particles whooshing on the ground or something to make the scene have more dust-ness in the air. Appreciate any help or assistance…
Ohh I see where you got the idea. Yes the pivot point of the item during import into UDK will be determined by the position of the object in Maya from the center grid. And no, nobody builds environments like that (will you actually import every single repeating piece into UDK as separate assets?) Try to block out the…
Awesome, as always Kostadin. I notice that when using Extend, the snapping doesn't happen as I'd expect (at least in 2013). For example, when I've got Snap to Grid and Vertex on, I cannot choose to snap an extended edge to a desired location--it will only let me snap the center of the edge to a grid intersection (which…
I disagree, there is a lot more to think about and juggle when building modular pieces. Making sure everything lines up so they tile correctly, this normally involves a bunch of snapping. Making sure the pivots are aligned to the grid and that the grid matches the scene builder grid. Baking AO and normal maps that take…