Love the detail you have gone too, really interested in seeing where this go's. I think you're right with the idea of creating a low poly cliff asset, that and you can always break it up with the cry engine library and other trickery.
Thx for the CC buzzcore, I will most definitely change the rocks since now I can't un-see it either >_< . Thinking about rebuilding the lighting makes me cry a little though. Appreciate the time you took either way, cheers!
Honestly I'm not the person to ask haha, I'm just starting out :cry: Anyways, I'm just creating the overall concept first, then I'll be cropping it to fit onto the uv map later on, along with other details, thanks for the feedback anyways <3
Loving the new whiskers and tail man, awesome! Them back legs are crying for some attention though xD The expression on it's face is priceless now, it's like: "HAH, You fools have no idea what's in store!" :D Nice job, you're on fire!
Very nice environment! I really enjoyed the mood and reminded me a little bit of Devil May Cry games and Bloodborne. How did you made the light shafts on the windows? Was it a static mesh or did you use the directional light properties ?
Damn, those last shots (with the tower etc.) are impressive Kevin, those shapes always give me the worst headaches since there is always one or 2 pieces that pinch ever so slightly... makes me cry at night. Inspirational work as usual!
yeah worked on brian lara international cricket and rugby challenge 2006 ( wow, how exciting I hear you cry). I am handing in my notice today for various reasons. gonna have a nice long break then have a holiday:)
i m looking to create a animated distortion effect that they used in games like bayonetta, devil may cry and ninja gaiden 2. like the trailing effects of the sword and shockwave when charging for a strong attack in bayonetta. I ve heard about methods like using motion blur, but thats a post effect. im looking for a more…
i was lookin through the quake3 model files and as impressed as i was at all the cool models that are there, i didnt find two that i thought might make good ones. the first one is Dante from Devil May Cry. the second is Arthas from Warcraft 3 if anyone think that these are good ideas, please model them. Dante and Arthas…
Hey yaschan, as other people suggested before, to design a level you start using both bsp (directly in UE4) or 3d geometry (modeled into any 3d application and then imported in UE4). At the end of the day both solutions are valid: you have to try both and decide which one works better for you. But in the end the process…