I am mostly finished with this one except for some minor adjustments to around hair/beard and maybe some more dirt on the pants. And just the last touches on the rig, a quick skinning and then up to the presentation.
Rogelio > Thanks ! No normals at all, just plain diffuse (except for the two muddy/wattery rocky textures where I used an additionnal spec map) Dsenter > Thanks, I appreciate it :) Sotckwell > Thx
In the bane of side-tracking this thread... PLEASE disregard this post. well, except jesse of course... :P dude ... thank you. I was going to UPS mine across country. What would you suggest?
now that i've fixed up the math, it looks the same as if it were in the emissive channel, except you get a nice falloff into darkness in the absence of light. so... yeah! i don't think they use the emissive!
Thanks Synaesthesia! Normally I fill up the whole space with padding which caused bleeding in some cases. I understand that basically any padding works, except what I used to use ;)
We are totally cool with linking to anything. We do take exception to linking or promoting pirated software/games, or to something that's really offensive, info here. Penistanks and kittens are generally welcome though. :smokin:
Also extra edge loops allow you to do more with vertex painting and vertex animation. Except for extereme cases, high polycounts in UE4 aren't going to have much of a negative impact on performance.
That pack looks pretty good to me, except for the huge hole where the turret goes. I think it's just the camo texture that's too blurry, the other details look fine to me in terms of resolution.
I'd welcome any criticisms before I go on to retopping this, I think it fits the concept better than my last revision (except the feet, which I haven't really detailed yet).
I love everything about the game except the lack of quick travel. Makes collecting the last few orbs on the map a bit of a chore. Other than that, it's the finest Metroidvania I've played since Guacamelee.