What to post? Things which you are currently working on to get feedback. Models, Textures, Materials, ... whatever, post it.
I begin with my awesome pillar
Looking good and nice idea...maybe change suface size to 0.5 might make pillars look better.
what's awesome ? I don't get what you are trying to achieve. Anyway the neon shouldn't be that way. I mean I've never seen such a thing. Maybe trying with a wall lamp.
this may be a dumb response as I'm not very familiar with udk yet but you should turn on AA before you do your screenshots, the tearing is really killing the aesthetic.
As far as I know there's no way to turn on AA in the UDK. At least that's the answer I keep getting about it.
Dissertation Dev Diary 3
For my dissertation im doin a mod based on child soldiers. Basically you will play a child soldier who runs away because he hears that his mother is sick.
this is me testing aiming down the sights and how coding works in UDK. I also do the Squib tutorial someone posted on how to get custom models/NPCs into UDK. i just need to sort out UVs and finish my custom models
Thanks to GeoDav for the weapon tutorials and Greg Penninck for the custom model tutorial. thanks to my 3D modelling teacher for some tips too
im also building a remix version of High Rise in UDK. at the moment i dont have MW2 so im relying on youtube vids and walkthrough vids on Youtube ahahahaha. i just need to sort out my loan and get the student version of Max 2010 so i can add the static meshes and cloth.
PS:dont go too hard on me, most of it is self taught(my course focuses on C++ and i suck at it BIG TIME)
Last edited by BorisK; 12-05-2009 at 08:57 PM.
im not too fussed about the animation and some of the other stuff its the level/game design in the dissertation i wanna focus on coz i want to be a level/game designer
next time im gonna be showing you civilian animation and other stuff
FrozenD looking good bud .Add some decals or add some dirt layers to texture too grunge it up abit.
Sanch3z=Looks great first pik i like with polar bear poster lol.
Borisk=You have some nice stuff going on..lol at the pink monster keep it up .
one question guys, are u using entities of .bsp to build the walls?
I get some shadow errors while using meshes to make my walls, strange
Here is a screenie of the error
you should use a sublayer in you texture with a bigger tilling to break the texture looks.
Cool stuff going on here! Frozen only thing that pops out to me is the walls look a little bit "woolen" at the mo try to tone it back. Just because you can use normal maps doesnt mean you have to make everything bumpy but cool stuff keep it up.
Looking for an animator to help us out, check out this post -http://forums.epicgames.com/showthread.php?t=813718
Well here's an older version of my grapple translated to UDK. I'm utterly re-doing the gun, as this was my first ever attempt to model and texture. It's pretty fun to fly around with. Unfortunately youtube seems to have darkened the video a lot, but ah well, you'll get the idea.
Currently I'm re-doing the gun itself, then I'll go back to the projectile and give it a custom shader (sort of like a freznel glow) to outline it better to make it easier to see. I'm kind of diggin the purple beam, but I'm going to make a brief test or two using a more "rope" or "chain" style beam.
Last edited by danimal'; 12-08-2009 at 11:00 PM.
just looking again, and think you should tilling down the brick texture.
Maxi, assuming that those are meshes you made in, it looks like Max based on your icon, you need to soften the normals. Soften Normals is what we call it in Maya, dunno what you max users call it (smooth normals or something?) Essentially it looks like you have hard normals which causes the jarring lighting.
This was just an experiment, I'm not going to finish this.
Embryo=Nice..Like it alot...Its got a toon style too it.
danimal'=the grappling weapons looking great
GRoss, your textures are scaled way too high.
Thanks danimal, i will take a look at that
Very very nice looking. The only thing that looks a bit off are those white things on the railings, but its a WIP so that's understandable. The rest looks great.
looks really good.I agree about the light becons on the railing..maybe place smaller multiple versions,also your railing connections are off just use brush work too cover it if they dont connect evenly.Loving the down pipes reminds me of fluid chambers
@gnyoda - looks good! I think you may have some poly smoothing issues on the handrails though (or it may just be the image i'm looking at).
Thanks for the critique guys, always appreciate constructive feedback.
The lights were a quick hack in, trying to get an idea of how to create believable shadows on various static mesh pieces.
Currently lit in UE3, so I'm excited to move the project over to UDK and work with some of the new G.I. lighting solutions.
That RTS is indeed looking awesome so far.
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