How do you do custom particles!! - You can also just change the person into a skull and make some sort of "Consumed into darkness" thing. or Some sort of sludge or ooze to define the poison aspect of the ability ("shadow poison")
what LOD group do you have them set to? You can set the LOD Bias, but there is a possibility the ini is nuking it. If you go into UTEngine.ini, you can edit the values there. Search for TEXTUREGROUP, and you can define the values.
...thanks JerkCommenter. If I understand you correctly, you're saying my forearms are a bit too long and the wrist should break closer to the crotch, my abs need more asymmetry and I should define the legs a bit more?
I think the back of the ears need to be defined a bit better. I also don't know if you planned to do more with the hair, but if not, the back of the head definitely needs some love imho. Otherwise the progress has been great!
The only defining design traits of a videogame are that they are: a- interactive b- experiences Technology certainly contributes in a multitude of ways, big and small, to one's ability to design interaction and convey experience. A game is certainly not automatically good because it has better tech.
Bits of it, maybe. I write my shaders by hand so I'm not sure how ShaderForge deals with it. It should be obvious where the light and shadow values are gotten from, but be aware that they're nested in defines depending on the light and shadow types.
you're right that separate parts should generally be separate on the HP. i wonder though - this is day one, are you just starting right in on the HP? have you done a blockout to define all the shapes and ensure the result will be accurate and proportional?
*Removed* Fine!! Skin Development Kit<.< Nice work PolyHertz I will definately learn from such models...One request though. If you are kind enough to post more Models (with files) and challenge to render it and post, will benefit us all.
You're making good progress man. I still think you could define the planes a bit more. I'm no anatomy expert, but by looking at the references that were posted for the planes, the area below the cheek bone feels a little off.
Nice work on this so far, the lighting on that sand looks really good. My one crit would be that the rust on the front of the plane feels a bit blurry, it might look better to have more defined patches of rust with harder edges