I actually liked the earlier version of the lava pool better than what you have right now. Specifically, the way it fades from molten lava to the dark, cooled rock around the edges. Additionally, I think the same treatment would make your lava trail sit better. You might be doing that in albedo, but its hard to tell from…
i think part of the reason your getting a nasty result is because there would be no way sand would do anything like that in real life. think about using the vertex blending on the top of the rocks, rather than on the sides. or take a look at this awesome tutorial by Virtuosic, might work pretty well in your case:…
Show wires as well so we can determine if you have unnecessary polies in there. It the models have proper LODs and stuff I guess it would be a big problem. 1024x1024 or a 2048x2048 for 1 stone prop is way too much for game standards though. Especially if it uses unique textures that can't be used anywhere else and only for…
Here is an update. Being working on rocks and bringing into UDK the trees I made. The single rocks made it ok but I'm having some trouble with the rock piles I made. I am loosing the material ID's when I bring them into UDK. Something that I will have figure out. Other than that I am still working on shaders to get some…
I assume you're doing a semi-blockout in those screenshots. I imagine that when things are fully textured, the environment will look a bit busier and more lively. Other than getting some nice materials going, the first suggestion that comes to mind would be to add some twigs, rocks, and leaves as scattered meshes. Build up…
I will try not to reiterate what others have already said, but I do have a couple of things to add. - The rocks along the side of the wall could be pushed out more to give a better read of the silhouette. Because right now it kind of just looks like an oddly shaped wall rather than a wall being built on/next to some rocks.…
Dude thats your problem right there. If you want to implement a FPS weapon model, you dont do : research>make pretty model>put it in the game But rather : research>make crappy temp model in an hour or so>try putting it in>research more to understand what went wrong>edit temp model>try again>write down everything that went…
Hiring managers take a lot of things into consideration. Quality of work. Apparent reliability of artist. The odds that a given artist will stay the course and finish the dev cycle. Will he or she fit the culture of the team (is there someone already on the team or in the company who can vouch for this person). Is he or…
Hey there, I think you've gone a bit overboard with the surface of the wood. There's knot in strange places and the cracks are far too large. There also doesn't seem to be the same feeling of distress on the end of the club where the rocks were hammered into it. Looks more like the wood is wrapping around it. The rocks…
Hey ae, what raw did to the rocks (variation in colour which in turn creates the illusion of various edges) I really like, and i think you should try and replicate that. Right now the rocks just seem way to flat (texture wise) and maybe create some circular pieces as well, everything is so straight and monotonous (not the…