Memory never means 'Hard-Drive'; a Hard-Drive is 'Storage'. It is how much space these textures will occupy in video card memory with the given compression type. You'll need to monitor your given stats in the scene and make judgements for yourself. UDK gives you a lot of tools for this; you can check out things like…
Thanks Eric, I've been wondering about this issue myself. If you look close enough you will even spot this issue in UDK. When using modular meshes that use unique normal maps (and use a single smoothing group as a result) I've had issues where specular highlights would not align, even once the normal map was applied. To…
Hey guys, @Fabio - yeah I put amateur as it's still a hobby pretty much it's not what I do as a proper job, I mean I did get a little freelance experience thanks to Marcus and Alan who let me test the water out props for that. @Rabid & Turnerboy - Yeah I just slapped that up just a little bit about myself and what I've…
Well modular walls are usually really low poly, usually the reason you can bump them up is so that you can vertex paint on the surface to break up the tiling base with damange and dirt. In terms of the UDK, you can do alot of tricks with modular bricks like this, it takes a bit of work to paint a heightmap in unless you've…
Possible, yes. Necessary, no. You don't NEED a separate UV channel for bark vs. foliage, because they don't share the same polygons. You only need multiple UV channels if you need two different UV layouts for the same set of polygons. Anyhow I hear UDK needs the 2nd UV for light mapping. Right. I would suggest just using…
For skin some people like to do that as base or to have an overlay. But for props or other objects , I don't really see why you'd want to that , since it will affect how the light reacts with the surface. You usually don't want to have directional info from lights in your textures. But like what Ruz said only the end…
I haven't decided yet, the purpose of this is to make sexy models and artworks to convince developers to work with me. My ambition is to work either in the UDK, although most programmers I've spoken to are reluctant to use it, or the Source engine, provided Valve have developed the new Source Filmmaker, which looks like a…
Thanks for the reply! I forgot to write in my first post what the tower was suppose to be so I'll write here and edit my first post. The scene will take place in a fantasy world and the tower is a watchtower. The tower also functions as a restingplace for dragons and its rider. I've added some more details, is this in the…
Just to reiterate this is the new Torque, Torque 3d, not Torque Game Engine Advanced I am speaking about. I have used *unfortunately* TGEA.... Ugh. Thats why I am seeking what has changed or whats still like working with stone tool in the bronze age. I know it has realtime preview in game of shading, and now can take…
Currently in the process of making some cliffs myself. Suggestion would be make a nice tileable cliff rock texture, place it on a flat plane and start sculpting out some of the details, either through modularity or just out of a single mesh. Basically you use your texture as your guideline to make cuts into the mesh and…