Restructuring, new meshes, textures and main camera angle Keeping on adding low detail/placeholder meshes and textures to get a feel of the atmosphere and colors. I'll most likely keep doing this for the rest of the week, and maybe start defining a general lighting direction before going into details, small props, and…
Nope, BRDF is the complicated name for the equation(s) used for shading. Basically, given a surface and lights, it defines what color should be returned to the camera. Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual…
Here are some more attempts. I'm trying a different approach. IMO, these turned out much better than the ones above. You can tell which ones I drew at the beginning and which ones I drew later. X'D Took me a few minutes of drawing to get used to it, but I'm not sure if my lines should be smoother like these, or rougher…
alright...that makes things clearer.. so LEVEL wide only with kismet but for GAME wide rules like defining the battle systems,loot systems etc, you would need Unrealscript? its kinda a bummer...since i had hoped that i can do something to showcase some of the game design ideas i have..and i thought kismet can help.…
Interesting! But where would the parameters come from? I can see a couple of options: * create our own window to configure maps * Save one file and then inspect it and re-use that * Bring your own settings If we wanted to do the first, we would need to define a subset of settings that we care for. Or someone really patient…
This should make a pretty good portfolio piece. The arms are too muscular/defined Navel and crotch should be lifted quite a bit, I think the navel is supposed to line up with the elbows if the arms are down. Make the waist much thinner, the girl in the concept is a twig Take a look at the area above the breasts, the girl…
I decided to go in the direction of the bottom left sketch, for which I made a quick profile angle shot. I like to play around with abstract shapes a bit in the early stages of dev, but would ultimately like to move towards something that is vaguely reminiscent of the battle star from battle star galactica. In order to…
Looking good, the biggest thing that sticks out for me is the white chiseled brick, in your texture you can see its quite sharp and well defined but in the UDK it looks quite soft and blobby presumably this is a too soft specular doing this. If possible I'd also increase the resolution of the bench texture as its so close…
Lupi: Thanks mate :) Samcole: Yeah, with photos generated from the displacement maps you can get some nice forms. One thing I can suggest is that you try to use photos that are relatively free of noise and ones that have well defined forms. Sometimes, you can also use the blend if tool and remove certain brightness values…
Her legs might need to be a little more defined, like around her knee area and the back of her knee. And I also noticed that her eyes look like planes...are they planes or spheres? Delete the polygons where her eyeballs should go and stick in some spheres, because it's way easier to rig eyes when they are spheres. Other…