Got hooked up by Mr Awesome Warren M. Haven't added much as I'm at the relatives but yeah. Loving it so far. http://www.artstation.com/artist/Magic EDIT: Anyone else have an issue with changing / cropping thumbnails?
More Unreal magic here - https://www.unrealengine.com/blog/gdc-2016-a-glimpse-at-the-real-time-future Hellblade: Diary 21 - Making a Virtual Human | Real-time performance capture https://www.youtube.com/watch?v=CmrXK4fNOEo
Fallout 1&2 Might & Magic 3 (Oh god am I that old?) KOTOR Ishar 3 Eye of the Beholder TES:Oblivion Fallout 3 S.T.A.L.K.E.R with mods Diablo 1 Bard's tale (the first one, not the remake)
*_* aaaah! I love how this looks for now! I think if you add some magic sparkles-effects (the wand, the lantern...), that could use colors like green or birght purple. Good luck and keep the great job!
Popped my GDC cherry this year, and it was magical. Slammin' sketch session tonight, with a great crew in attendance. I even scored a Polycount tee from cody since he'd bought one a size too small. :D
I like this medieval town, seems so explorable. When I saw the screenshots, I immediately thought it would be so awesome if a new Might & Magic game would use the Unreal engine. Or a total conversion mod.
Upon thinking about it, is there a magic number of portfolio pieces? How many environments do I need? Are props appropriate? I mean, I can kick out a prop pretty fast, but an environment is a totally different animal.
I've done this in UDK for a current RTS game project. Whilst I'm not inclined to give away the magic in it's entirety just yet, it basically works by drawing numerous small gradients and modifying their direction and anisotropy using a flow map.
Sorry if I'm hijacking/going off topic here. Is the "ConvertToLinearSpace" checkbox on the "File Texture" x^2.2? Or is there some other voodoo magic going on? Like reading the gamma space type from the file texture header or something? :)
ah gotcha. for shooting games I've not done any large maps, I do use complex collision on any static meshes in the play area. I have used complex collision in non-shooting games for foliage instances on maps about that size and it didn't make any measurable difference that I could see. This was hundreds of thousands of…