The only things that keep catching my eye, are: the metal brushing seems far too large, and their lines are just too big in scale. Brushed metal will be very fine. Second is your cracks and wear seem far too linear. They all run perpendicular to the light-saber's length, instead of being in random directions. They all seem…
The game sounds like a mess to me. Unpredictable teleporting Alien, that's also a cheater that stalks you everywhere you go. Couple it with very infrequent save points and linearity of the levels and no way to predict or plan on anything. Based on what I read, the story is paper-thin and your only role in the game is to…
You don't want to have a Fresnel slider, it's part of the model, and described by the Fresnel term you use in your Cook Torrance BRDF (Schlick approximation is the most common). Sebastien Lagarde proposed a modified schlick function taking roughness into account, in order to have a fresnel attenuation for ambient specular…
Sorry for the late reply Roepetoepa! The textures are made using a combination of hand painting and photo reffing. I made a base paintlayer, photorefs on top at normal blending and 50%-ish fill, with the same paintlayer on top of that but using linear burn on a very low fill. Either way, portfolio update #1! I updated my…
Agreed. Started playing last night. It's a fun game although gameplay is very linear with pretty much no breaks between action sequences, which makes it a slightly hysterical experience. The limited inventory and the fact that going through it doesn't pause the game anymore doesn't help either. There's not much left of the…
Sweet take off! Really smooth spin as does it too. I can really see some of those jets propelling her up! Her trajectory as she punches feels off though. The anticipation looks like shes about to do a jet nosedive on a linear angle (kind of like Aatrox's Q ability) but it suddenly shifts downwards, losing the momentum.…
Just finished playing through, seemed pretty cool. the environments look fantastic, nice to see some quality linear style environs rather than the mass replicate/quality over quantity of the recent rash of open world games. the texture work is really good, normals dont show up that well though it seems, but the overall…
I think both work well. The one on the right has more of "oomph" effect to it, adding some contrast to her face. Have you tried adding lip liner as well? I know all women don't wear lip liner with eye makeup, just a thought/idea.
I take it UE4 freaks out when you import that fbx then and it's not an ignoreable error? I don't know how to fix that issue personally. Depending on what you need, you could make a new new bone hierarchy and position them where the problematic bones are in not too much time. That's what I would do unless someone else…
is there a proper way to render and composite the environment fog pass separately with maya (I guess any other software would be the same) and vray? what I do is, I render a version of my scene with the flag "affect camera rays" set to off so they fog isn't visible, then assign a material override so everything is black…