I'd like to get some crits on this piece:
It is 2,688 tris.
Diffuse:
Specular:
Normals:
One problem I've gotten already is that in Unreal, without some kind of intense spot light, things get washed out really easily:
I'm guessing it has more to do with my skill with lighting than anything else.
Replies
If your settings for the highlighted area are different, just reimport.
mind scaling them down a bit?
This is the hi-poly that I'm using:
setup a 3 point light rig on this thing
back-light
key
fill
http://www.utexas.edu/web/video/graphics/3-point.jpg
Then if that doesn't help, it could be a matter of increasing the depth of your normal map.
you might also want to make sure your normal map is being "unpacked" correctly
So, I'm happy with the way it turned out in the end. Learned a bit in the process, and I was hoping to get some comments and crits on it
I still want to add some particle effects to it to make it look a little bit more active, though.
But then actually I think it's pretty much finished anyway.
That would work really nicely as a detail texture for up close looks. I'll try to work on a detail texture with diffuse and normals that could fit the bill.
@rooster:
That's one of the things I was going to take away from this is just give my models more detail in the hi-poly. What I was expecting was that I was going to do a lot of detail work in the diffuse, but it didn't work out that way; the end result was that there was just a lot of negative space. So, for the next asset I do for this scene, I'll put a lot more time into putting in medium to smaller details to fill all the negative space.
That being said, this is a video of the particle FX I pulled off after a crash course in Cascade (3-4 days of work). Its a basic setup, I really want to do more with this, but it'll have to be on the backburner for whenever I'm either between assets or want to play with it again; I realized that getting the look I wanted is a project in and of itself, which I don't have the experience/knowledge-base for just yet.
[ame="http://www.youtube.com/watch?v=k-Enx1W7bSs"]Particle FX[/ame]
The path to the pad:
The pad:
Altogether w/tinted glass (aka a semi-opaque plane):
Too busy? I'm planning on adding some more brackets and wires on the side of the pad.
reminds me of star trek for some reason.