@snader: what do you think of the effects or the gui control scheme? btw in the next update a fix is featured that will keep the gui elements from blending into the background since they share the same color palette.
The last pass of lighting has done wonders. The main difference between the concept and the real time scene is the wear. All the elements in the Unreal scene look new. An ageing pass would nail the look.
Hmmm, good to know. I've only used them on hero elements in a couple VR projects. They probably live somewhere between additional geo and tessellation in terms of performance, but definitely makes the shader heavier.
(Camera start) (Open) (Camera will be a slow zoom through machinery and conveyors) - These are the tertiary elements of the set, leading up to the main event. Large shells will go into the MasterPress(Proxy Stage) Storyboard will come soon.
I hope you are aware that a video game car will drive around even if you don't model every single mechanical and structural internal element. I kid. Looks great so far!
So whats the purpose of this? For game rez practice or high poly practice? Seems like making high poly bricks would be a tad overboard since most of the elements in this could be faked with just texturing.
yeah but the head is the most important visual element in a human and deserves more space anyway. just my take on it I guess. It works well as it is though i am just being nit picky:)
Love it. Been a huge fan of the last 3 POP games, and this looks like it has enough new elements to feel fresh without losing what makes the Prince games so much fun.
draw front and side of your character, back if needed. make sure all elements line up like head shoulders feet etc. google image search for "character orthographic" -good luck.
i love the colors but you could of done more with dynamic shadows and you could of added more environment elements to tell a story with this. i hope you understand what im trying to say.