Lovely piece. I got some suggestions, the two lights at the side will only distract the player's eye. I assume the aim is to lead entice the player to venture forwards into the next room. Another thing it's really crying out for and I know this may be a pain in the butt to make changes too, but all the columns look…
Actually... something just dawned on me.. When I was reading the article on Kotaku about the closure of the Demon's Souls servers. One commenter made a note, that NOBODY will ever get to experience that exact same thing ever again. Nobody will ever get to know what it's like to have another random player enter your game,…
Zipfinator: Thanks man, yes it's uniquely unwrapped. Its texture is currently 2048 but it could end being 1024 with some dof. The place where it meet the terrain wont be seen by the player that much but I can cover it up later on if I want a shot there. =) Computron: Well, long story short it's a plane displaced and UV…
How involved will the player be on the deck? Will it just be a "platform like" object that you will only play on for a few seconds before jumping off? Or will it be an entire game play level unto itself? If the former, then yes, model, optimize and build out what you need on a case by case basis. If its an entire level,…
Ehhh I also feel like this is a set of multiple loaded questions. Questions like this just make me feel like you are waiting for me to type something along the lines of ' I get frustrated by most games as I cant kill the players at other end of their screen, I want to eat their heart infront of them and shower in their…
From what you've described, I think you could fix the issue with choreography like Hito said and in this case I don't think you'll need to flatten the curves. You could design the system so that the intro has the arm raising up slightly higher than necessary and then settling down into the loop for a few frames. The loop…
What Pior says... and further Don't assume that the lighting calculations are a simple multiply. They could be using image based ramp lighting in the screenshots you've posted, or the lighting calculations could be something other than a simple multiply by a scalar. There's no reason you can't mathematically bias the…
Whoa, Sorry for the late reply guys. Wasn't really checking my own thread after it fell down the pages. Im going to do alot this week so keep your eyes out. Long easter holiday! Gsokol: Most def. Im going to do more with lights and actual objects now and kinda navigate the player better. I think you'll like my next update…
This is the eternal problem - either you go the sculpted/baked/normalmap/displacement route - in which case there is always a danger that it will look a little flat and unnatural from certain angles and when examined closely. Or you go the mesh/geometry route in which case you will end up with something very high poly and…
Welp, I'm drunk so it's time to be honest: I think the concept is a bit overly detailed and focuses more on details on a per-item level than overall silhouette, which in my mind is a negative. Of course you have some striking silhouette work going in the shoulders/back piece but it feels like the overall design focuses…