Sure, here they are: https://drive.google.com/open?id=1f6foZBdl6nfb6xmw_UbgyGIoCfMPzy-- I was told I probably overdo the blendshapes, meaning the vertices move way too far, and I should rely more on joints to better hold the deformations.
I think the buildings in the horizon are a bit to uniformly high, It is quite easy to see the same being repeated to. If you look at bloodborne they really made the game seem very vertical and really filled the skybox/background with stuff.
AlexCatMasterSupreme : hey man , yeah the stairs can loose more vertices thanks,my experience so far with UDK is that you need the model airtight as posible so it dosent screw with your shadowmaps. thanks for the feedback.
With the current team breakdown, there is no way you could turn around and make a proper 2D vertical slice pass by December. If need be prioritize more important assets for polish but throwing it all out at this point is ill advised.
He is staring, eyes are way too wide. Close them up a little bit by moving some vertices around to make it look more natural. They are also very big but this might help a little. Good work!
I somewhat recall having this problem before, clean your object list and make sure there's no objects with 0 faces, also make sure you don't have any vertices just floating about on their own.
That scrolling water texture they applied to the vertical static meshes looked terrible to me. Thankfully though, it was the only thing that popped out to me. EPIC seems to doing its best to remain a competitor in the eye candy race.
that wood doesn't look too bad ! but here are some suggestions what i'd do : add a vertical "light gradient" and add some color variation to the metal probably give those blood drops a crisper edge
I update script to version 1.3. Now you can sckip vertices, edges and polygons in RIng mode, and Edges and polygons in Loop mode. http://www.scriptspot.com/3ds-max/scripts/skip-every-n-th
Yeah great work man! Only issue that stands out to me is the shading on the leg flattens it out a bit. Seems the gradient of the shading of the legs should be fading out vertically not horizontally as it is currently. hope that makes sense.