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Current UDK Project
show user profile  NHoefer146
Hey, this is my first time to actually post on maxforums. I've been checking this forum out for a while and it seems like a tight-knit community and I would like to become a part of that. To keep myself accountable on my different projects that I work on for my portfolio, I thought it would be best for me to post updates here.

Just a little background on myself; its my lifelong goal to become an Environment Artist at a AAA game studio. Obviously, I have to work my way up to that point, but I believe I can do it. I have an Associates in Game Development, but I am finding the hardest part in my journey is getting out of Kansas where I currently live and to a place where studios are located to get my "foot in the door." I hope to have my portfolio finished by the end of the summer, but between my work and my wife, time can be hard to find.

If anyone is willing to give a little of their time to support or give some advice about my portfolio or job hunting, that would be greatly appreciated.

So here is what I have been working on for about three weeks now when I can find time. I first was just doodling when I came up with the statue idea, but then I realized that it could make for a great themed project.








There is quite a bit left to do, like create more meshes, adjust lighting, and add particle systems, but I believe its coming together.
read 641 times
2/25/2012 1:00:03 AM (last edit: 3/2/2012 10:59:46 PM)
show user profile  9krausec
that looks pretty cool! I like the twisty design. It reminds me of a project I did out of wood back in my 3d class.

Can someone please explain to me about poly count in the UDK? I have been wanting for a while to load in a high poly model/HQ Texture/Detailed lighting for a sort of virtual viewing of some of my work.

Is this a good idea with the UDK? Could I have the object load in to the ram or something so the walk through would be smooth?

With the UDK am I able to create a .exe that can run by itself w/o installing anything on the machines?

Cheers and thank you for any responses AND I didn't mean to derail the thread, your project looks pretty swell!

edit: this would be a cool cave bit in a larger, outside environment.

- Portfolio-

read 623 times
2/25/2012 1:36:17 AM (last edit: 2/25/2012 1:37:01 AM)
show user profile  jareu
nice work! I don't like the green highlights, they look slapped on in paintshop. If the edges were sharpened up a lot, it would look much better. also the exclamation mark doesn't seem to look right. Modelling and design is nice. Basic stone textures and effects texturing looks great.

Cave looks awesome. how did you go about making it?

It looks old and unused but recently activated. so maybe some bits of rock and rubble around, bits of long grass around the base of the pillars etc.

Also, the water just looks kind of put there. I reality I can imaging water soaking up into the ground before long. If the shrine was built for a purpose, I imagine that the water would be more than ceremonial and would serve some kind of purpose too, so maybe some masonry to hold the water would fit well.

Welcome to the family.

He who says it cannot be done is interrupting the man doing it.

read 620 times
2/25/2012 1:38:07 AM (last edit: 2/25/2012 1:40:46 AM)
show user profile  NHoefer146
Thanks already for the immediate replies!

Jareu, I'm glad you pointed out the exclamation mark because I wouldn't have noticed it. I was just trying to vary my designs and yet try to keep it simple, and I just didn't notice that it looked like an exclamation mark :P

I understand what you're saying about the green emissive, so in order to stray away from bland, I created lots of movement and life in the glowing areas. Unfortunately it is hard to see in pictures. But it sounds like you're picturing it like I am. There will be quite a bit of foliage and rubble as well as stalagmites hanging around.

9krausec, I believe UDK now supports 4096x4096 textures now, but I'm just not sure that UDK would be the best program. I'm thinking that someone has created a better program for accomplishing what you're thinking about.
read 610 times
2/25/2012 2:41:38 AM (last edit: 2/25/2012 2:45:05 AM)
show user profile  9krausec
just realized you were a new member! Welcome to the club!

- Portfolio-

read 595 times
2/25/2012 4:28:04 AM (last edit: 2/25/2012 4:28:04 AM)
show user profile  NHoefer146
Haha thanks 9krausec!
read 592 times
2/25/2012 4:35:43 AM (last edit: 2/25/2012 4:35:43 AM)
show user profile  Paunescudanutz
Welcome to the forum, its nice to see more people taking the "real-time" path around here :D
Nice idea, reminds somehow of the last episodes of Lost (TV series)
Keep us posted :D


<---~( Daniel )~--->

read 567 times
2/25/2012 3:44:54 PM (last edit: 2/25/2012 3:44:54 PM)
show user profile  NHoefer146
I just changed all the exclamation marks by removing all the little squares underneath. I think it looks better, but I'll show it in the next update. I also just read about the picture size limits, so just changed them, sorry!

read 547 times
2/25/2012 11:35:23 PM (last edit: 2/25/2012 11:35:23 PM)
show user profile  NHoefer146
Sorry for the long wait, I just recently picked up a a second part-time job to pay the bills, so I haven't had much time to work on the project. Today, I was able to create some torches to fill the environment some more. And again, the glowing and the water are animated, so in-game, they look much more natural.


read 503 times
3/2/2012 11:04:28 PM (last edit: 3/2/2012 11:04:28 PM)
show user profile  9krausec
Really hitting the look/feel of the original Unreal game! Nice work!

- Portfolio-

read 496 times
3/2/2012 11:12:35 PM (last edit: 3/2/2012 11:12:35 PM)
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