These are neatly rendered. Though diamonds are usually more defined by their internal reflections than exterior shininess. One way I tackled this recently for a hand-painted asset (no reflections whatsoever) was to layer an interior shading as dark blobs on top and bright blobs on the bottom, then have the sharp…
I found this line in the .fx and uncommented it. // extra technique for two-sided alpha #define ALPHA_TWOSIDED This produced no results. I have no experience doing anything with shaders other then following supplied manuals. Is there another step I must take before it works like compile it or something? (and if so, how…
CryEngine 3 uses a deferred lighting setup - unless you render things forwards, you can't define a 'special look' by it's very nature, because information like lighting vectors is not available. Why more basic shaders that do not use custom lighting setups or post process is not available, I couldn't say.
The skin texture definity needs the last "push". If you take the quality of the whole model similar to the saddle this would be a good step. I would try to take a look at the riverbeast mount ingame for "skin details". It has a very similar feeling regarding mass and body to sattle ratio. Beside of this really nice work
nCloth is definitely the way to go - It will really help with the cloth. I guess I should talk about what I circled and wrote out - pretty much you just need to define different materials for the circled areas. It's not all going to be green metal. The tent poles should be different, the axles should be different.
I'm a Maya user so naturally I'm thinking Maya ways. I'd probably go with Maya Vector renderer and use Silhouette + Hard/Soft edges to define inner strokes. The exploded layout I would probably have to do myself manually I guess. Unless someone made a fancy script for this.
i would definately make it with more copper\metal parts like steampunk art. It has too many bolts tho imo , but i like the last color scheme you did. i dont think the blue one fits the char much to be honest. Any plans on making the mech :D ? keep at it !
Stick with the UDK grid and you'll be fine. Take a look at how the older CnC games did isometric tiles, and that should give you an idea of how to construct your meshes. Personally, I feel your LDs should be using landscape for the bulk of the playable area, which mesh work for cliff of a defined height and such.
Interesting. I like the your overall idea. Dark Alleyway. But. I really would like to know some of your high level goals. Is this a alleyway from england ? new york ? and landmarks that will really sell this location ? Define.. "Dark" just dark, do you mean in terms of lighting.. or the overall feeling in the scene.
Looks reasonable, and certainly has a distinct style. It's too early to lay down any real criticism for me, but I would consider drawing in a much more defined road (and using a similar shape/form that was used in the overpaint, as it's pretty good for adding direction to the scene and the winding shape is good for…