Would be cool if you had more variety of your sound effects...for example you only have one rock break/shatter...you need to have lets say 4 ....so every time you break a rock randomly plays one of 4 and ....random pitch, random velocity ......kills the repetitiveness of the sounds you are using....visually what you have…
That's weird! I didn't see anything like mine except maybe ElysiumGX's which was noticeably a different idea than mine. What thread did you post it on? cause I've only been following this thread in regards to this character. but like you say, great minds think alike! I guess the main difference with mine is that I gave his…
Hey Guys, sorry i havnt checked this thread in a long time, thanks for all the feedback and kind words :D yea on the rocks its mostly photo-sourcing mixed with some painting, and a lot of crazy bump work to get the normals to come out well. For the rock stuff the client didnt have the budget or time for high poly models so…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
The trees & foliage meshes are from the UE4 Marketplace. Wanted to get a better feel on what it'll look like. I'll eventually replace them. Placed a chunk of rocks & cliffs around the scene. Water's temp for now. Blended the mud/grass materials. For the rocks, I plan on making some more to break the shapes. So far, I have…
added a few quick placeholder ground textures. right now everything has the same level of z-up moss, but I am going to start adding in variation during the polish phase. sculpting the rocks and stairs next. right now the rocks are just my placeholder with the shader for the flat stone tiles applied, totally hacky faked for…
Still chipping away at this. Forgot to post a vid of my progress. I had a lot of fun doing the vertex deformation on the banners and the hanging bells. https://vimeo.com/84629950 Since the video, I've re-worked the rock/snow shader a bunch to make it cheaper as well as create a variant to let me blend in some gravel/dirt.…
Hello there! Your assets look really great & lighting is very nice as well!Very Good job :D . I especially like your last one.It has some great cave-rock-like feel.And the texturing on these bags is lovely! Now,some feedback. I think the rocks in the first image look kind of soft-blobby forms.Introducing some hard…
@rock Nice start! I have a few suggestions though. The blade seems REALLY thick, I'd recommend you to maybe go for half of that or even less. The shape looks spot on though. Be careful with those cuts and stuff, right now they look too detailed, something you would probably get from rocks, not steel. Try to check out some…
Most of what you think about here is already implemented with sparse voxel octrees, which is why some of us continue to mention that tech. You make the mistake to think that the rocks are treated as the individual asset. It's actually a roughly 2mx2m or so tile of ground with rocks and grass and such that's used as a tile…