The main difference I see is the specular is invisible in the 2nd shot. If you are using a Directional light, rotate it so the light rays bounce off the water and into the camera. That's how specular reflection works.
oh wow, that's a nice first pass for the column texture! My only crit so far is the gash in the 2nd rung on the column to the left might be a wee tad on the extreme side. Keep it up!
After looking over your concept, it looks like the upper eyelids on the 2nd girl on the right are too caucasian rather than asian, but that could be just me. Other than that, great job on this!
Make sure you play the game a 2nd time after you beat it. You get new additions to the character, new additions to the story, new skills and new baddies to fight it out with.
2nd crt is by choice, its helpful to be able to also judge how the work appears on crt as lcd changes the colour and sharpness a lot from crt and more people have crt. r.
I love it. I really cant pick a pose, but i'll prefer 1st image poses and 2nd's portrait. cuz the portrait in 1st image looks exactly same as the pose. Good luck
I noticed while playing Serious Sam 2, they didn't use water at all. There's a few spots where there is water such as the beginning of the game, but not used at all like SS 1st or 2nd encounter.
normal = derivative of position cavity = derivative of normal (= 2nd derivative of position) since you already have the normals, you can work from those. and compute rate of change into a render target.
its similar enough to the earlier iseries that its cheaper, its like what happened with the core2's, the first wave was a bit more expensive, the 2nd was more affordable, an earlier adopter fee.