metalliandy, out of curiostiy, could you do a benchmark with this .blend file ? Someone at BA is reporting bad performance with a GTX 470 and it would be interesting to see how your 460 performs.
Heya, I think you could emphasize the incandescenc effect more. Also, maybe blend the weapons into his arm with sometransparency mapped planes. You know like shards of ice?
This looks awesome, I cannot wait! Also... ^ What he said. ADAM what Firefox theme are you using... I want my Firefox to blend in with Polycount like that too!
They also would use vertex color for better Ambient occlusion and you might want to look into blend shaders. as it stands, your not really using much of what cryengine has to offer.
Projected how? Just slap it in photoshop, 3d painted, Surface-wrap, or maybe a blended-box-mapping? I'm runnning into problems with a model of mine and a ton of UV islands causing seams.
Great stuff as usual. On the latest, might wanna lighten up the middle ground juuust a little bit. The flying dude and the watch post he's throwing whatever on kinds blends in with the rest.
Looks great! You have some minor bleeding of the color across the edges defined in the normal map and the seem along the center is a bit obvious in places. But great work non the less :)
UDK fills the area outside your lightmap UVs with black, it could be the issue where your uv borders sit along a "half pixel" allowing some of that black to bleed through
I would seek a linear pipeline. Even tho you're doing hand painted style. The shading and blending will all be more predictable and higher quality. Nonlinear has visual artifacts.
The blue is bleeding into the lighting from the UDK default material that everything is currently on, as well... you don't have any materials on this so... you're gonna get strange blue in your lighting.