No idea what I screwed up on that build. I can't get July UDK to build correctly for some reason. I'll probably just post screen shots for the time being.
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Revamped
As I said earlier I've gone back and redone the art style, I've also reworked some of the level geometry to make it more of a traditional FPS level. As I'm unable to get the July build to cook everything in a usable manner here are screen shots.
Start area:
[SHOT]http://i297.photobucket.com/albums/mm208/hellclown_117/StartRevam.jpg?t=1312131414[/SHOT]
Waterfall area:
[SHOT]http://i297.photobucket.com/albums/mm208/hellclown_117/WaterfallRevam.jpg?t=1312131476[/SHOT]
Cave area:
[SHOT]http://i297.photobucket.com/albums/mm208/hellclown_117/CaveRevam.jpg?t=1312131505[/SHOT]
Whole level:
[SHOT]http://i297.photobucket.com/albums/mm208/hellclown_117/Wholelevel.jpg?t=1312131525[/SHOT]
Also if anyone has some idea as to why my July version of UDKGame won't run I would love to get it working.
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I used to feel the same, I cannot stress how awesome Headus UVLayout is. It's weird, it looks like a DOS program, the method of control is sort of odd, but frankly, it's SUPER easy to learn and oddly... I won't say it makes uvs fun but... almost? Mark seams, separate your mesh into uv islands, flatten, done. It's algorithm's for flattening are seriously spectacular (shift-f), and the real-time feedback is incredible.
Yes other programs do a mark seam-flatten workflow, but it's really not comparable. I can get a solid UV map out in a matter of minutes and it's kind of fun, you visually cut up your model in 3d then watch it flatten with real time feedback on compression/distortion. My 2cents for getting over the "I hate uv" syndrome, I used to have it as well
http://www.youtube.com/watch?v=BVHygYMskvI
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