I actually disagree with the above poster. I think the warmer in shadow objects make the whole scene pop more. Altho you might want to add more violet tones in your shadows. I think the problem with the scene is that there isn't enough variety in diffuse. You might want to try making variations on that diffuse you have.…
Looking pretty fancy so far. I like how you're doing nearly all of the texture work in ZBrush. I plan to do that someday too once my ZBrush and painting skills have improved more. Some quick critiques. The chimney looks pretty rough but judging by the detail in the rest of the house it's just a placeholder. The placement…
Almost done. played about 12 hours this weekend. Will finish I hope by Wednesday. So far great game, great characters, great environments. Been playing with Japanese voice-acting and it is pretty good. Not cheesey over-dramatic nonsense like some other games. The way the environments are, it really feels like decay. Not…
Thanks mechbunnies! Here's some progress: So the League wiki says the following about Icathia: "...alien geometry of a ruined city adorned with bizarre crumbling obelisks and the giant decaying idols of dark and horrific gods." Tried using weird rock formations instead of alien geometry, seemed more appropriate. Flipped it…
Both Lighting and Skydome are placeholders i hope to make my own skydome :) Also the lighting also need alot of work but what im gonna try to do is step away from the browns and greys i see so often in next-generation games and pull something of like what mirrors edge has: I want both the lighting and sky to look like…
Do you mean decals? I've been struggling with decals for a while too. Anything that is not emissive and requires shading acts really weird - sometimes they shade just fine, often they have some lighting artifacts and sometimes they end up just black.
Thank you :smiley: A little update because I have been asked this a lot: Dust and ground vegetation use deferred decals with tiling world-aligned textures, modulated with a heightmap and using a falloff at the edges derived from the Decals UV-coordinates.
So I were thinking about making some text and stuff on the walls to break up monotony using deferred decals but I ran into this problem. Basically, it seem that the decal opacity is dependent on the underlying metallness value. I searched a bit but couldn't find any fix, is there anyone else that has run into this?
You could use decals, but it would be a lot of work to manually place them on all mesh intersections. And I don't know if normal blending is possible with decals. You would be able to achieve the effect of the rock in the middle (of the image below), but not the rock on the right. These are all assumptions though, I could…
hehe I love their 2D buildings! :D Silly germans stick their k98's out of a single pixel of alpha (which is like 1ft wide..) and shoot ya from 500m... grr ;) I agree with Vig - brick decal looks upside down. Also, the corner brick decal is badly misaligned.