Posts by Froyok
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Hi, it's me again !

I'm wondering what is (the) your fast pipeline production for making game assets (like props, furnitures, and so on).
Actually I tried a lot of software and tried to figure out what is the more fastest to get results in the UDK.
But I'm not satisfied. I think I'm too long for making asset. How do you work ? In game industry : what is the preferable/fastest way to do objects ?
I know that depend a lot of how I'm working, where I am the fastest.
Do you have any tips ?
It's always better to work with a high-poly and low-poly ?
Do you know some tools for done some export faster ?
I'm actually working with maya, topogun, xnormal, and photoshop.
I use a lot the marmoset toolbag to test my texture.
The worst part it's always making the UV and texture for me, I am always too long...
Meh, big question : how long do you have and do you take to make an asset in a professional game project (or for personal project/scene) ?
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Quote from KungFuSquirrel
That's UT3 scale as well, right? Roughly 96-ish units? Maybe we round to 1344 to keep things on a nice 64 grid? I'm assuming most of our entries will be Source-based, but I'd like to keep things proportional across the other engines. Alternatively, we could lock it to 1024 across the board and that's just one of the limitations you have to work with.
For the UT3, yes it's the same size as for the udk (96), but not for gears of war (the player is 128-ish heigh).
For the rest, as you want, but honnestly it's will be cool if everybody could have the same scale (in this case, 1344 looks cool).
[EDIT] Damn, I didn't seen the other answers...
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* 256 UU = 487.68 cm = 16 feet. * 1 meter = 52.5 UU
* 1 foot = 16 UU
* 1 cm = 0.525 UU
* 1 UU = 0.75 inches
I think for the UDK we need to do this :
1024 inch (source engine) = 1024/0.75 = 1365 UU
(UU = Unreal Unit)
If we keep the default player size of the UDK...
I'm very interested by the challenge, so I will use the UDK if I can...
Quote- Include non-accessible background detail that extends beyond the playable space
So, we can make hole in the wall with more details behind ?
It's just the playable part which are limited to the 1024 cube ?
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Congrats !
Quote from MinotauroWhere's the pre-order button?
I'm looking forward for this too !

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Quote from 2d-chris
it's not better than kismet, i'd say equal ;P Safe to say you can do almost anything you want, check out the mirrors edge movement in crysis 1 - was done in flow graph.
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Thank you everybody !
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Quote from MinotauroI also could never get the HDR tone mapper to work in Unreal like it does in Source. Does anyone know if that's possible?
What do you call the tone mapper ? The HDR itself ?
I know it's possible to get the HDR in Unreal by ading HLSL and mathematics function in a post-process materials, but it's very hard to achieve it.
Here, a guy who have rebuild a full and personnal depth of field (and a lot of other effects) : http://forums.epicgames.com/showthread.php?t=743037
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I'm wondering if it's possible to get a rendering similar to the source engine in the UDK.
When I see screenshots like these : viewtopic.php?f=22&t=15882&view=unread#unread (or this http://www.littlelostpoly.co.uk/devblog/?p=628 )
I can't stop asking me if it's possible to get the same aspect of material and lighting. I love the source engine for this, because his lighting and materials are the most realistic I have ever seen.
For those who use the UDK, have you some tips for me ?

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It's an one in one model ?
Anyway, it's gorgeous !

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Quote from deceiver
Woa, where's that second shot from? It's gorgeous.
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Just seen the third's trailer... Wow.
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Hooo, it's a rainbow !

Too much different colors I guess...
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Alex kidd on master system.
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I have never finished the game, too hard for me, but my mother yes.
