love the character, such an awesome take on a classic :thumbup: i have to say though that the beauty shot is looking rather blurry and low quality compared to the other wip shots you've posted up (this could be because of resizing or image compression, but i figured id point it out). also there is some odd poly…
@Elithenia I like the weapon even if it´s on the early stages. If you´re worried about the weight reduce the size as for me it´s too big compared to the concept as well as think to switch to a low density metal in the texture stage: Aluminum in real life weights 2.7g/cm3 Titanium, much more expensive 4.5g/cm3 Iron, a lot…
I cannot seem to be able to comment groups of material nodes in the August build of UDK. I have done it before using the normal "C" hotkey. The most current documentation on UDN still says to use the "C" hotkey, but I cannot for the life of me get it to work. Is anyone else having this issue? Am I overlooking a change to…
Good stuff! A bit low poly for current gen games. Some intersecting geometry here and there. About textures, there are some edges that shouldnt be edges meaning they get that edge wear from the smart material and in reality you wouldnt have edge wear for example on the curved protection thing at the base of the cannon. I…
And FYI, if you have a good reason to make them modular I'm listening. My thinking is mostly that the ships are so different there isn't much point. Also, because the ships comprise the largest assets in the game, taking the time to make them really shine with individuality and design seems important. They're also packed…
The work seemed solid to me but nothing really stood out as particularly impressive. I'd recommend working on something much cooler looking for your next scene or asset. Something unique that stands out from everyone else's work. In my experience there's usually one piece that sticks out in people's minds and separates you…
I'd just dump the spike. It doesn't contribute to the dynamic of the weapon, in fact I think it makes the silhouette more confusing by expanding it downwards when it has to be a very straightforward weapon. If it's designed to punch, you might rather expand the brass knuckle part forward because now, even in melee…
expending my entire lot of ammo the first time I ran into Chthon in quake.. D'oh! being shit scared of those floating psionic jellyfish in Duke 3d Of course.. the tentacle monster from hl too many bits of hl2 to mention.. doom 3 where you get the chaingun and the corridor you just came down fills with tasty demon cannon…
I agree with Scribble head, right now it's pretty monochromatic, a bit bland/boring. I think the biggest & easiest step to get it looking better fast is to address the contrast drastically. Vary the foreground canyon, castle, and back canyon/sky way more. Make them feel like 3 totally different layers! Keep it up :)
Thanks for your suggestion aelwine, I cannot make it work. On the graph below, the top row of nodes you see i did what you sugested and i got this strange result. on the second row of nodes i added the edge detect and the passed through the directional warp and achieved a better results though cannot see separate stones.