yannage is right, your arms are way skinny right now. Probably because they were thin to begin with and then when you retopologized they somehow got even thinner. When I retopo I ususally bump the offset value up a few so this doesn't happen. The eyes also look too big, and the face is not quite flat enough I think because…
Just did something cool and I want to share here. I made custom clouds light material function. It's making the environment more liveable and believable. I think these small touches are making the work more realistic. https://www.youtube.com/watch?v=avwvlFKLc-Y It's done simply. I generated one tileable noise texture in…
If any mods see this, please change the thread's name to "Green Steel Throne Room" instead of "Abandoned Green Steel Tower". Like I said, all textures were done in SD except foliage...so here goes what the vegetation looks like. I followed a basic pipeline for this: made some planes in the forms of leaves in 3ds max, added…
Nice to see you're still working on it, but you might be over-thinking. I really liked your day color palette a lot, I don't think it needs to be any more moody. It's great to see a well done day shot. I like the rocks too. You could tweak a couple of the shapes, but the values are really strong. I think the latest shot is…
The fire bits starts at around 16 minutes for those that want to jump straight there While it is pretty cool it still looks very sim-y and fluid like. Having said that, Capcoms Deep Down uses something along those lines for their dragon fire that they've been showing off. [ame="…
Hey guys, my job has consumed all my time this week. I know some of you may think I'm being lazy but I'm honestly not, I'm further behind my Gantt than I would like to be. Amongst other things today, I've tested the first full pipeline with an asset. It's also good to know that Substance reads -Y green like UE4. So my…
The only really difficult part of implementing flow maps is actually getting them working properly instead of just making your texture into pixel soup. The flow map image itself is pretty simple: The brightness of the red channel controls how fast things move on the x-axis. The brightness of the green channel controls how…
visually, my favourites are the aforementioned 'odin sphere' and it's successor 'muramasa': despite there going on a lot on screen in the fights, you can make out your characters just fine and the environment is at times breathtakingly beautifully lit and animated. level/puzzledesign i find strongest when the levels aren't…
I really dig this but the shadows look really harsh; particularly on the steps. This probably doesn't need to be as evenly lit as the concept cuz you have a better mood established, but I think the contrast between the top and sides if the steps is too... contrast-y. Unfortunately, I haven't used UE4 so I can't offer…
There seems to be a p o l y c o u n t group on steam which I'm a part of, and it looks like adam is one of the moderators judging by his avatar icon. Sadly it looks like the last post was October 2012. http://steamcommunity.com/groups/polycountpublic Should we create a new group? or somehow revive that one and see if we…