Macattackk polycounter lvl 6

About

Username
Macattackk
Joined
Visits
63
Last Active
Roles
Polycount Members
Points
5
Badges
0

Replies

  • Taking a break on the landscape and making the art better for disasters which strike it. I've added forest fires which only occur on fully forested areas and I've added hurricanes that strike on the shorelines. Any critiques on how I can make them l…
  • Heres a gif of the day to night cycle to show the shadows at work and the color transitions that happen. Any critiques on how anything could be better?
  • This is looking really good! I think it could use some fresnel specular highlights/reflection. Right now it feels to matte.
  • This looks really good, great sense of style. One thing I noticed is in the video, the swarm of birds seemed a bit odd and forced. It may have been more interesting to have less birds that are flying through out the city to get a better sense of sca…
  • This looks great! The lighting is a bit too dark though. It is hard to see some of the aspects of the work you did which isn't ideal when trying to show off your skills. Maybe add a bit more ambient light to create more visibility. Also the sword bl…
  • Seems like you're on the right track for starting the modeling process. It's good you chose to get an exact blue print and model off of that. At this point it is a bit early to offer critique as you're still in the blocking out phase. Just be sure t…
  • Benvox2 said: That has a much better feeling now! The different hue in the shadow also adds a lot more interest. Thank you! I recently have been working on trying to get some of the map to be more crisp, especially the mountain…
  • Those are looking a lot better. Especially the latest ones.
  • There is definitely some anatomy that can be fixed in this model. Most of the critiques here are based off the sculpt since it provides a more detailed look at your anatomy although your game model proportions seem to be different. Even some of the …
    in ORC Reply by Macattackk Aug 25 2017
  • I think youre on the right track but you are making some lumps that dont seem to be as influenced by gravity as others. In the reference image, you see a lot more bulbous forms that are melting on top of each other. In yours there are some lumps tha…
  • This is good! Im noticing there are some areas where parts are meeting that have much stronger divits than others, especially for the trunk door. This looks a bit odd as I would expect more consistency in the lines that delegate separate parts of th…
  • Thanks! Thats a great critique. I took what you said in mind and put some more color variation in the desert. I basically gave the shadows a different hue compared to the highlights. I think it looks more settled into the landscape now.
  • Its a cool concept with good anatomy. I think that the blue rim light should be more visible on other parts like the head tentacles and more of the face. This is just based on the  way the character is facing, it makes it feel a bit flatter without …
  • Your best pieces by far are the swords, although they are harder to view as they are small in resolution. The night elves are lanky and spagettified in their anatomy and lack proper shading as they are a bit flat. The environment textures seem like …
  • Id say the dotism style is not doing you any favors for concept art. Also the pure black parts dont help either. It does not create much definition and is holding back your shading detail by quite a bit. Your anatomy and especially drapery needs a l…
  • The quality in the images is great. I dont have have any critiques for that. I do feel like your person/helicopter for scale is a bit uninspiring. It feels forced. I do understand that they are there to show how large these structures are but any se…
  • I think the biggest thing that needs to be worked on is the form and structure of your work. It feels a bit doughy and blurry. Work on adding more angular structures and cleaner lines in your work. Also the perspective seems to be off in places. In …
  • omg i thought this was UE4 UDK for a second
  • wow you replicated the proportions and layout of the concept really well. great start!
  • nope, not doing that. here are the settings. its a 32 bit targa.
  • yea that looks a lot better. thanks!
  • one and only bump, is there anything at all that could make this better, or shall I just proceed as usual?
  • Move tool them out and maybe use dynamesh to have the topology be correct
  • wow thanks, thats a very interesting approach as well. I might mess around with that. edit: i thought i was having trouble getting the anisotropic to show in game but i just wasnt seeing it to its full effect because of the way i was uving object…
  • Well I messed around with it and got an effect I like. I just used a normal map that came with UDK to use as a test. It looks great in the material editor window, but in the actual level it doesnt look the same and doesnt really do any of the diffra…
  • well I more mean that you are lerping different colors onto the specular based on that blue anistropic map but id think it would put all those colors in the same place on the highlight. But i think i figured out that what youre doing is using differ…
  • ah yea i figured. Ill try this out on my own and probably figure this out but I guess im unsure on how it stacks the colors correctly in the different bands. Seems like theyd be layerd on top of each other.
  • thanks Obscura thats awesome, Id like to look at more of what that material is doing but in the picture a lot of the node labels are missing so Im unsure on some of it. From what I can tell is that youre lerping fresnels with a normal map version…
  • Obscura wrote: » Specular intensity is equal at this mat im sure.The colorization is obviously based on the anisotropic direction.think again yea i guess they are just rings of color coming out based on a direction, I just thought that the…
  • Im not trying to do any anistropic stuff. heres a picture I made in PS of what I mean, just a rainbow specular based on the intensity of the specular:
  • Well Im not trying to make exactly what a CD is. Im just trying to get access to the fall off areas of a regular specular highlight and make it so that there rainbow colors which are basically rings around it. I guess I just want to know if there…
  • The texture makes the chest area look better. I think the sweater would benefit from folds coming down to the split area. I cropped a picture of your reference to show where and what im talking about. Also small folds going up to his pectorals fr…
  • Fractal Reality(my game) http://www.indiedb.com/games/fractal-reality Antichamber http://www.antichamber-game.com/ Fract http://fractgame.com/ The Void http://www.tension-game.com/gallery_en.php Unfinished Swan http://giantsparrow.com/games/swan…
  • Yea, like I said its never really made my normal maps look bad in real time, I just thought there might be some unforeseen issues with it. But I guess its more of a macro vs micro details. And its probably better to only layer one or two things on t…
  • I see what youre saying about the model and his pectorals but you are shaping them in a way that isnt reflecting them the way they are. Currently you have them puffy all around but they should have more mass at the bottom from gravity and wrap aroun…
  • Play more indie games everyone! Lots of creativity. Check out this link: http://indiestatik.com/2013/01/01/top-50-most-anticipated-indie-games-of-2013/ Ive been getting old games I shouldve played like Hitman: Blood Money. Some recentish games I'…
  • http://www.polycount.com/forum/showthread.php?p=1582749
  • While making my game I instantly started prototyping and find this the best way because you get to shave off all the fat and crap that isnt useful and not fun. Then you can make a design document which will flush out all the details and things you n…
  • SirCalalot wrote: » Quick question, moderately related to this: Does anyone know if the performance hit is more severe adding an overlay image to a texture in UDK or just doing it in Photoshop and importing as a separate image? Or is this a …
  • @Macattakk ill follow back any game devs who follow me
  • yep its a rehash of the media center. it would work if they actually organized things by categories and what not. but with these kind of designs they usually just vomit some boxes on the screen.
  • you can network with me also check out indie dev linked in groups, great way to get in touch with others. ive made a lot of indie connections there by making a post about connecting with other indie devs in one of the groups. http://www.linkedin…
  • if you use the alpha slot as emissive then it wont be color emissive, just white or none at all. just take the alpha slot of your normal map and plug it into the emissive slot.
  • has anyone made a derivative map shader in UDK? Id like to try this out. from what ive seen it doesnt look any worse than tangent space and will allow you to bake tangent space maps with higher resolution bake meshes/add in details to the map via mi…
  • I live in the bay area so ill always go to these Swizzle wrote: » I'll at least be going to the Polycount meetup(s). I'd like to go to a few talks as well, but I dunno if I'm going to be able to swing it this year. Need to get some new busi…
  • wow this got resurrected? haha i guess ill post a more recent photo of myself. this is at a portal themed halloween party. im the guy with plaid. havnt cut my hair since the first photo i started this thread with.
  • very early design document ---> early prototype that flushes out examples of the most unique/important game mechanics ---> finish design document/work on story ---> program the rest of the guts/start working on art ---> art, sound, music…
  • tileable with decals is usually the answer for grounds
  • the tree looks like its made out of stone tiles
  • hey nice job, cool to see other AAU people post here. How do you like it so far? I used to go but quit because I wasnt satisfied :P anyway, a bit more depth and color variation would do you well. its very static at the moment. Also I'd tighten up…
Avatar

Badges

Any minute now…