The max player count we're thinking right now might be 6v6. That's not set in stone, but it seems to feel pretty good based on our map sizes. From a technical standpoint we're not limited, but we're just trying to find that sweet spot for gameplay's sake. As for one hit kills, you're probably not going to see them in…
I know there's at least one other guy who thinks this way, #1 fitness tip i've ever gotten: PUNCH THINGS. There are boxing gyms in every city, go to one that isn't too hardcore one night or two out of the week and hit the mitts/pads. You'll make good friends of all ages, learn an awesome, subtle skill, and get into…
The lower part of the body is slightly higher in quality to me. The creases and folds in the pants are more detailed, and there are scratches on his knee-pads, and nice lighting on his boots. The upper part of his body is crying for more detail to me, especially his helmet. Unless it's meant to be one of those helmets with…
@Devon M Thanks for that workflow, really helpful to see it laid out like that. Bed Progress so far. Might go back to the high poly and make the cushions feel a little disjointed from the frame I think (as well as that weirdness with the top cushion. Right now they just meet the metal frame in places. Also just trying out…
:o i think you are right. this tool in conjunction with that shader would be amazing. and i think you are right, brightness wouldnt be the way to go. maybe a brightness/contrast. Ill have to figure out how to use that shader.
I tried changing the light map resolution and that doesn't help. Don't know what I could be doing differently from the next guy. Also gettting light leaking in from the outside when there is no hole in between the meshes.
What Rabant and luge have said, many times over. Couldnt have put it any better myself. Also, I notice the glow you are using on your light sources is a tad much right now is definitely overshadowing and hiding the art behind it. Trick with glow (speaking from a technical artist stand point) is to have it create that…
Hey Cagdas, what you actually want with a cavity map is crevice and edge detail. So all the edges will have highlights and all the crevices will have shadow. Here's a great example of a cavity map (in the grey) If you set that bad boy to overlay it really makes things pop. You could also turn the highlights and shadows…
Hey Bruno! this is coming along pretty well. I love the idea, I think it's very original and blends great with Lee ^^ Here's some comments :) - Your timing is really great, I love the variety on your footsteps and your poses read well - great job! - I like how the character moves from left to right, but I think you should…
No to me it's much better now I see much potential in the reduced glow effects. Now you can do great work on the metal materials. Those shiny effects will be taken away if you overdo it. The reason it feels naked to you might be that at the ring where you reduced the glow there just black holes right now. You can get some…