That's pretty cool buddy =) I like those expressions too. I think you might be able to unify the colors a bit more. Toss some purple in the armor, less yellow in the flesh and leather. A very subtle shift but I think steps like that help tie all the elements together.
good job dude, id like to see more time spent on the floor, its an oft neglected element in alot of envs, in this case on top of some other posts i would replce the rubble rubbish( doesnt read well cant tell what it is) at the edges with maybe something modelled propperly
Maybe z fighting? Was it imported as one single static mesh or several? If you can select the seperate elements in your 3d app, try offsetting them a tiny amount and reimporting the mesh to the generic browser. The changes should update in the viewport without having to place your static mesh again.
Its pretty hard to judge the state of Creation Engine since you only see the improvements when the next Elder Scrolls or Fallout game is released. We saw the GI and material systems change radically between Skyrim and FO4. Things like cloth simulation have been modded in. Every element being interactive is a Bethesda…
Simulating clothing from Marvelous is great to get the clothing to fit. After that you can add more detail using zbrush's simulation and cloth brushes. Clothing simulation does require a proper base model, so that's where anatomy comes in but with focus on larger anatomical forms. This is why the emphasis on smaller forms…
"It depends" For a stylized games, the color palette will likely be baked into the textures, for a realistic game, you're probably going to do film style color grading to push the color palette in a certain direction. For games- colors are often UI elements that don't get affected by lighting. If it's really important for…
Punch up the ground fog a little bit. Also, increase the eeriness by creating a little visual storytelling element somewhere. Maybe the axe has blood on it. Or make something else seem not quite right. It's quality work but it seems like a cabin at night rather than something eerie/spooky.
Hi, here is a small upgrade. I'm curently working on making modular assets in max. Some elements (as the throne) are still missing, I should start working on it this week end. I'm going to assemble the modules in Unreal soon. After that I'll start working on the textures. All comments are welcome :)
Progress so far: From these designs I chose no. 3 as it was mine and most people's favourite. I made a few silhouette and detail variations from which I mixed and matched elements. I did a base model in Max and painted over it to get an idea of where I'm going with it.
Is there any chance you'll be porting some of your guns over to Arma3? I think your guns will definitely shine in that engine, and with weapons being modular, would be great for your weapons as well. (optics, for grips, torches are all seperate elements to the main weapons, and are attached in a modular fashion in game)