Hello! I'm really looking forward to this. While I don't tend to enjoy sci-fi hallways, I do enjoy atmosphere and mood, and a Dead Space treatment really interests me. I think you've got a really cool start here. It's good to be thinking about lighting and mood early on, especially if you want that frightening feeling of…
I'm feeling conversational so I'll put in my 2c. Regarding your website: - Bigger thumbnails that show off more of the asset (First thing I noticed) - Contact info in each image (at the very least the beauty shot) - High poly models (This is a big deal) - Consistent presentation (mentioned already) - Scrap the 2D all…
"Only players in the view of the player that is doing the bullet time are effected by the bullet time." ^WTF? That doesn't work, if i go into bullet time and some guy is behind me then he can walk up to me in mid slow mo and shoot me in the back while i'm moving super slow to him. And how much would that suck to be the guy…
So i worked on creating water ripple effect without using water planes. I used couple of tutorials as the base to understand how the ripples would react on the surface . After following the tutorials I made more mathematical calculations to get a better feel of the ripples and made them interactive with the player as it…
It's been said three times, it must be true! I will eventually drop the poly count on the rocks. I might not go as low as you have suggested Ferg, but I will knock them down a notch. I'd really like to maintain an almost cinematic quality to this piece. Something above the quality of an everyday in game asset. I know that…
hmm, i was told that having those floaters left was a good idea, due to them being in the players face quite a lot. its designed for cryengine 3, and i was told 10k tris was what was usually good, and that was what to aim for. what would you say is uneven? the lower reciever has very little geometry because its got very…
I dont see why i "need" a Steam Machine. Different Hardwarespecs is a PC drawback and Steam Machines has it too. Consoles have a "safe" half decade bevor a new generation arises. Console players need this "safe" feeling and with Microsoft and Sony they have many exclusive IPs. Valve announced they dont restrict the Steam…
Its a portfolio piece so the silhouette should not show harsh polygonal edges. That is my reasoning. To me it truly detracts from the piece, now if it was a prop piece sitting on a counter in game I doubt a player would honestly spend very long glancing at the object. Low res would make sense in this instance then. Again…
Also, since this thread asked about polycount, here's what one guy did with only 1300 triangles. 1000 for an oil barrel should be more than enough. What matters is how do you expect the player to look at it? If the barrel serves as something important that the player can immediately zoom up on, then it makes sense to have…
Amazing! Great take on the UT style! Only problem is that the eye candy for the players is only straight up to some extent, I don't know if you can look up that high in unreal games. Also the crowd of people might be a bit distracting for the competitive player aspect of the game. How about tilting the arena 90 degrees,…