One thing I would try is desaturating it a bit. Right now, the blue, on the turret especially is too saturated. I think you could pull it back a bit. Unless of course, that is what you're going for. :D Also the stone base in your turret is more of a blue/violet grey, whereas the stone around it on the floor is more of a…
@JLHGameArt Nice progress! So about those stone modules you've made - the stones are all geometry and no texture, right? It looks too 3D for POM even. I'd be curious to see wireframes of those wall pieces, and if I'm right, is this ok to go with this approach for all your walls? I know you're going with a modular approach…
xxxcubanxxx - thx bro :D Alemja - i have a lots of other projects going on that are more important than this, so i dunno when it's gonna happen but i'm planning to create a speedpaint video on that trinity axe if i can. btw you're right about the metal/stone/idunno what.. i'll try to improve it :) thx for the tips! shotgun…
@Ashervisalis It's a material. The depth effect is achieved thanks to Parallax occlusion. Variations of color, roughness and damage are added using vertex painting blend. Initially I wanted to make the walls of large stone blocks, but it turned out that it looks not very cool. Gradually reducing the size of the stone…
Hey all, long time no post. I've still been plugging away at this. I attempted to use the 'ultimate trim' technique for a few of my assets, however I went far too intense in my normal maps and didn't have the 45-degree angle bevels needed to help disguise the harsh 90-degree angles on the models that use the trim textures.…
I hate to sound cynical, but some of the oooohs and aaaahs in reaction to this demo are really quite naive. It doesn't matter if this new asset type allows for "importing straight from Zbrush". Because besides local color, these fancy stone statues, envirenment rocks and metal pans still need at the very least AO and…
Alright,ill crit based on what i saw. First piece that has alot of missed potential is the gate. For starters,why on earth did you unwrap it on in such a distorted fashion? I think it was a mistake to try to squeeze everything in the scene. Secondly the z brush work looks nice for the most part but your gate feels a little…
Hi all, happy be here.Am absolutely unsure whether I will make it till to the finish of the character, but as some great person told the fun is in the journey and not in destination....I am so very excited to be a part of this challenge. I choose the haunted Zyra skin and I want to make another skin called Mecha stone…
the website is up: http://www.unrealtournament3.com/us/ I don't know about you guys but this is one of my most anticipated titles. I absolutely loved UT and UT2k4 was great too. They have a lot of the soundtrack on the site as well to hear and it's just awesome. I'm totally stoked, it's a shame my computer will barely be…
So i've been setting up my material layers in UE4 for my scene and I want to use vertex painting to paint on moss instead of masking it so i can have more control and make adjustments on the fly. The problem is i cant get vertex painting to work, right now i have it in a blend layer because doing it from the material…