@vincentvangeel thanks! @Maxilator By modules do you mean like, all the joints/bits that aren't directly 'pipes' per se? But ya def agree with the labels thing, was gonna do that using decals or stencils or whatever in unreal, since the pipes use tiling textures and I don't want the same text repeating all over them lol
Hey guys, sorry for such a long delay on the progress of my stuff. I haven't abandoned this thread, I've just been really under the weather lately. I'm still working on the wood texture and the roof, but I've been working on the well for a good portion of the day today. Tell me what you guys think, any feedback is…
The absolute worst thing about the primacy of consoles these days is that it just about means the end of games like the original Deus Ex or System Shock 2. The best we can likely hope for is something like how Bethesda handled Fallout 3, but it's still a far cry from the great action RPGs we had a decade ago.
Thanks guys glad you like it :D I will try making the room feel warmer. The light shaft is just an alpha on a plane with a decal on the wall. riceart - Could you be more specific about what you don't like about the texures? Is it all of them or just some? What specifically needs more work? Thanks for the critique.
It seems that the more bloated Max gets the more broken the legacy features become. Must be an absolute nightmare for the Max/Maya devs working on such behemoths, bloated to the gills with decades of code. Glad you got it sorted. I did set up a test myself using CAT, but I pretty much got the same results as everyone else.
The shingles look fine to me and adds a nice color tone to the ruins, there are places though I would suggest breaking up with decals, if not it's no big deal. Simple enough to throw in vines to break up some areas as well. Lighting can still be pushed however Daniel, i'm with the crits above. Some very good stuff in this…
I don't think it will create Z-fighting; I noticed that the HALO:Reach artists who posted their stuff here were using decals all over the place. The numbers are just slightly raised above the geometry below them, so they're not really coplanar. When I said that they were earlier I meant that they had the exact same…
Your walk cycle looks great! I agree with Mezz but other than that I have no critique. However I have some critique about your ball in the head animation. The pelvis shouldn't be moving about as quickly as it is in the beginning of the sequence(when he's walking). It should be slightly delayed from the feet movement. Great…
Texture work is strong I feel, nice models also but you need to shake all the unreal engine info from the images if its portfolio. Its very distracting. Also the repeating wall with rocks at the base has a very strong texture repeat along the bottom edge, take it out and use decals to grime it. Keep at it tho!
When you got pro's like this competing in UC, feels kida silly to enter. :) Nice work. As for UC, I am annoyed at the constant delays, because if I had time to work on it before, I certainly won't have time in October. Midterms and all that, plus assignments every week I spend several hours on...yeah...:(