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REDENCIÓN

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abraldes

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Re: REDENCIÓN
« Respuesta #140 en: 20 Diciembre 2009, 02:54:58 »
Nuevo Avance:

abraldes

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Re: REDENCIÓN
« Respuesta #141 en: 24 Diciembre 2009, 20:11:36 »
Comenzando a modelar el calzado:

« Última modificación: 26 Diciembre 2009, 21:06:02 por abraldes »

abraldes

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Re: REDENCIÓN
« Respuesta #142 en: 30 Diciembre 2009, 22:42:51 »
Comenzando a modelar los complementos:

Re: REDENCIÓN
« Respuesta #143 en: 30 Diciembre 2009, 22:53:26 »
No sé si tengo mal la vista, pero la imagen frontal la veo borrosa

alanf

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Re: REDENCIÓN
« Respuesta #144 en: 31 Diciembre 2009, 01:46:51 »
No sé si tengo mal la vista, pero la imagen frontal la veo borrosa
No tienes mal la vista. Esta borrosa. Tal vez la original era un poco mas pequenia y al estirarla perdio calidad?

abraldes

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Re: REDENCIÓN
« Respuesta #145 en: 31 Diciembre 2009, 06:25:07 »
Hola Sumatra y Alanf,,si algo así ha tenido que ocurrir.
Como no tengo demasiado tiempo para este proyecto y siempre voy a toda leche,,no me he dado cuenta de la mala calidad de la imagen.

también hay algunas zonas en el modelo que de momento se solapan,,,no está totalmente ajustado.
Aún le falta mucho a Cornelius  para estar terminado, pero bueno,,la verdad practicamente solo le puedo dedicar unas 2 o 3 horas a la semana,,,es por esto la lentitud del proyecto.

Al aprendizaje del UE , sin embargo le dedico unas 5 horas a la semana.
Cuando termine el modelo ya tendré una base importante de UE como para no tener que repasar demasiado para comenzar a trabajar en serio.

Con el riesgo de aparentar ser del gremio de la cultura friki, me he atrevido a subir esta estampa que reproduce mi complacencia a la hora de jugar al Uncharted 2.  
¡Feliz Año nuevo 2010!
« Última modificación: 02 Enero 2010, 19:25:20 por abraldes »

abraldes

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Re: REDENCIÓN
« Respuesta #146 en: 02 Enero 2010, 21:03:04 »
Iniciando el modelado del fusil

eduardito

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Re: REDENCIÓN
« Respuesta #147 en: 03 Enero 2010, 08:26:19 »
no es por ir de listo, pero en mi opinion el exceso de detalles hace que pierda, no se si me explico, miro las bambas y les veo demasiado detalle....

abraldes

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Re: REDENCIÓN
« Respuesta #148 en: 09 Enero 2010, 21:32:24 »
Hola Eduardito,
perdón por la tardanza en contestar.

Pues la verdad, yo creo que si la topología es funcional con respecto a la densidad del trabajo de Zbrush, personalmente creo que le puedes dar todo el detalle que quieras con respecto a la estética que quieras representar.

Si te organizas un buen shader en el motor gráfico que utilizes , el resultado que puedas obtener con un buen mapa de normales puede sentenciar el resultado final.

Pero quizá te he entendido mal, ¿Hablas de estética o de técnica?

Gracias por la contribución, Eduardito.

Comenzando a detallar el pantalón,,,en una sesión mas espero terminarlo:

abraldes

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December 2009 UDK Beta
« Respuesta #149 en: 09 Enero 2010, 21:51:00 »
Happy New Year! Epic Games recently released a free, updated version of the Unreal Development Kit (UDK).

Epic is committed to providing the UDK community with regular software releases free of charge. Below is a list of technical enhancements included in the December 2009 UDK Beta. Please download the updated software build at www.udk.com/download if you have not done so already.

An extensive list of new features and improvements included with this version of UDK are available at:
http://udn.epicgames.com/Three/Devel...radeNotes.html

In addition, Epic Games maintains a blog that regularly highlights additions to UDK:
http://udn.epicgames.com/Three/ContentBlog.html

The December 2009 UDK Beta upgrade notes are as follows.

New UDK features and tools:

- DLLBind feature
* This significant feature enables UnrealScript to call functions implemented in Windows DLLs.
* UDK users can now write native C++ code to interface with script.
* “DLLBind” gives users the ability to extend the functionality of UDK.
* http://udn.epicgames.com/Three/DLLBind.html

- Material vertex shader control
* Offset static mesh vertices from within the material using world position, vertex colors and “WindDirectionAndSpeed” data.
~ Artists can now modify vertex world position in the material editor, which allows arbitrary deformation effects and custom ambient animation for different types of objects.
~ “WindDirectionAndSpeed” is useful for obtaining wind parameters from any wind actors placed in the level, which can be changed at runtime.
* http://udn.epicgames.com/Three/WorldPositionOffset.html

- New visual-only “InteractiveFoliageActor”
* Simulate a spring based on input touch and damage forces.
~ Walk through tall grass and bushes, which will be pushed out of your way and then sway back when you stop pushing them.
~ Weapon projectile and explosion damage will also apply forces to the foliage actor.
* Extremely low performance impact; costs nearly the same as a static mesh and therefore can be used extensively.
* http://udn.epicgames.com/Three/Inter...iageActor.html
~ Includes example videos for explosions, walking through fields and advanced foliage animations.

- New Unreal Editor features
* UDK users can now import 32-bit BMP images.
* View original, displayed, and effective texture resolution in the new Texture Info panel.
* Check out the many other editor upgrades here:
~ http://udn.epicgames.com/Three/ContentBlog.html#New Editor Features (11/2009)

- Navigation mesh additions
* http://udn.epicgames.com/Three/Navig...icalGuide.html
* http://udn.epicgames.com/Three/NavMe...lCreation.html
* Added new path debugging tool.
~ http://udn.epicgames.com/Three/Navig...Debugging.html
* Build only selected pylons at a time for faster iteration and rapid partial map rebuilds.
~ The option is called “bDontBuildThisPylon” and is listed in the advanced category.
* http://udn.epicgames.com/Three/NavMe...valuators.html

- ActorX has been updated to support 3dsMax Max 2010!
* UDK users using 3dsMax Max 2010 can now export skeletal meshes and animations to binary file formats that the Unreal Editor can import using the ActorX plugin.
* Find it in the /Binaries/Tools/ActorX directory.

- Custom lighting and transmission improvements
* Custom lighting can emulate Phong for two-sided materials via new “TwoSidedSign” node.

- In-game debugging tool
* "ToggleDebugCamera" now supports selection and shows all materials used by mesh components.
* UDK users can now select meshes at runtime to view what is in front of the player.

- Translucent sorting features
* New translucent hair custom triangle sort-order editing mode now available.
* http://udn.epicgames.com/Three/Trans...irSorting.html

Improved UDK Features and Tools:

- Level Browser improvements
* New tagging and filtering system with keywords makes searching levels easier than ever before.
* Persistent level actors can now be easily hidden or shown.
* New "PIE Only Visible Levels" toolbar toggle limits which levels get loaded in PIE to only levels that are currently visible.
* New “Lock/Unlock/Hide/Show” settings for all levels via right mouse button (RMB) are now available.
* New "Find in Content Browser" option has been added to the Level Browser.

- Unreal Kismet upgrades
* Kismet editor now has navigation history. Handy “Back” and “Forward” buttons make it easy to toggle between actions in the history log.
* Dropping Kismet nodes down on top of ports now auto-wires the node.
* New "Select in Level" option to Kismet right-click menu is now available.

- Particle improvements
* New camera-facing options for mesh emitters will override “AxisLock” settings.

- Unreal Lightmass
* Scene data exported to Lightmass is now compressed.
~ Reduces disk usage and network bandwidth.
~ Increases speed of Lightmass startup.

- Mesh Paint Tool
* Interpolating actors (InterpActors) can now be painted on in level viewports using the “Mesh Paint” tool.
* http://udn.epicgames.com/Three/MeshPaintReference.html

- Animation
* Support for post-physics skeletal control is now available.
* Movie tutorial for animation pipeline:
~ http://udn.epicgames.com/Three/Video....html#Skeletal Mesh Pipeline - Using UDK

- Miscellaneous editor improvements and fixes
* Greatly improved “Convert Light” tool now supports all light types. Simply right-click on lights in the level viewport to convert them to other types of light.
* New material for geometry mode editing makes it much easier to align volumes and BSP in the world:
http://udn.epicgames.com/Three/ContentBlog.html#New Geometry Mode Texture (11/30/2009)
* AnimSet Editor log spew has been fixed.
* UDK users can now build old UE3 lighting on SM2 cards.

- BSP and "Accept Lights" change
* Lights no longer "bleed" through BSP corners.

New and Supplementary UDK Documentation:

- Over 170 new video tutorials
* http://udn.epicgames.com/Three/VideoTutorials.html

- Taking better photos for source material
* http://udn.epicgames.com/Three/Takin...rTextures.html

- Using UnrealScript structs
* http://udn.epicgames.com/Three/UnrealScriptStructs.html

- Animation documentation
* http://udn.epicgames.com/Three/AnimationOverview.html
* http://udn.epicgames.com/Three/Impor...sTutorial.html
* http://udn.epicgames.com/Three/Using...ntrollers.html
* http://udn.epicgames.com/Three/RootMotion.html
* http://udn.epicgames.com/Three/AnimationNodes.html
* http://udn.epicgames.com/Three/AnimS...UserGuide.html

More details are available at the Unreal Developer Network (UDN):
http://udn.epicgames.com/Three/Devel...radeNotes.html

Epic Games also maintains links to download mirrors, technical documentation and support resources at www.udk.com/forums.