Hi guys, i've gone a little while without posting due to commitments at work keeping me from any major updates, however i've been noodling away, tidying up the minor issues here and there as well as integrating people's feedback :) I've just been playing around with lots of different camera angles, close ups etc, hoping…
Thanks everyone for the comments! e-freak and Bal - I took this screenshot just for you ^.^ Shader complexity reads just fine. That material is only 73 instructions right now, However, when i add a diffuse map to it, it will go up to around 76-80, but I can live with that. You have to start worrying about instruction count…
Nice stuff, I was a lot worse when I was at school. For your regular walk cycle, you have a pop in the knees as the feet land. Its very apparent on the screen-right leg, but check both. You also have a knee pop as the foot leg straightens out when they go back and lifts up off the ground. Check the hip rotation, it might…
Your environment studies are beautiful. personally I would mix up the ladies in the beginning, its pretty much the same image 5 times in a row, we get it, you can paint pretty ladies. there is also some wonky anatomy in them at places. I feel like there is no real weight to the legs on the fist one. you also have some…
You should use subsurface profile instead of subsurface for skin shading in most cases, unless the skin shader isn't taking much space on screen or will never be a focal point of the player (which might be the case in an RTS unless you're using the model for animated unit portraits). It does subsurface scattering in screen…
Hey everyone! So thank you for all the positive feedback so far, it is most appreciated!!! So I have more updates here. Some new screen shots of the level itself. I have been plugging away at it here and there, when ever my free time permits. Still lots to do, but it is getting there. Also, since the level is done in…
UE3 does not render passes of the full screen space to framebuffers independent of lighting and then recombine the images with lighting as a post-process effect, which is what most people mean when they refer to a deferred rendering game engine at this point. The primary advantage of a deferred lighting system is that it…
Only if you're clicking below and imagined axis that quarters the viewport. If you're exactly on that axis you'd be doing a perfect rotation. Of course, you never are, so you're always correcting by moving the mouse close to that line, but it is close enough that you can rotate around the model endlessly by dragging left…
Good LODs go a long way. Also a thing to note is it's more important how many polys an asset takes up compared to its worldspace size, rather than just how many it takes up all together. IE polys are really expensive if they're smaller than a pixel onscreen, but really cheap if they're as large (or larger) than a square of…
Ok for the anatomy/proportions... First off. Remove the head and armor from the body and check proportions to a human female of the same build of your character. Not the concept art, but actual human photos. You can find good resources at 3d.sk if you don't have any reference already. Look at the image and your model from…