I believe that the CryEngine has time of year and latitude settings within the day/night cycle settings so you can get shorter days and longer nights. But for actually changing and blending between looks of foliage, CryEngine has a more restricted material system so I'm not sure how that will work.
Here's an update for today. The further I progress into this, the harder I'm finding it to bring some of the original scene's colours through. EP2's lighting was very vibrant but bringing it in here I feel like I'm losing some of that. Materials are also starting to blend together colour wise; should look into that…
Not a ton to critique for now but I like where this is going! Gonna need to pay close attention to the lighting if you want to get a similar feel as GW. From what I remember of the game, it had a rather unique "dream like" feel to it with bright/saturated colors and some heavy light bleeding/bloom.
I love the first and sixth designs for the staff. It keeps elements of the original iconography of the classic staff, and are blended well with sharper elements necessary for the skin. I love this skin concept so much! (I may or may not be partial to loving sharks and things related to them haha ^ v ^) Looking forward to…
I think you need a greater contrast between her choker and her oversized collar. From a distance it looks like her head is floating or that she has no neck. They're blending into each other. Otherwise, great work!!! (Edit: her hair line may also be a little too low.)
If you want accurate reflections the best way is to go with blend materials as final_fight mentioned above. But you can pretty much rely on specular and glossiness maps that are created by ddo. Here is the test I did recently. All vray materials are default. Only exception is specular map-done with falloff map.
What'll be even funnier is if we could look back on this thread in 2019, assuming PC is still around, and see just how wrong all of us were. I figger that since I'm not on the bleeding edge of anything, anything I guess will be wrong, so I'll just sit back and enjoy the ride. :)
To me I think it would add depth to the rooms if there was some kind of light/dark contrast between forms or walls and ceilings. Something kind of like a faked occlusion painted in to give forms depth and a feeling of scale. Right now the walls and floors just seem to all blend right in with one another.
Yeah just overlay another normal map on top of another one. nDo will do it or do it by hand. Adjust the levels of the one you're laying on top to output only 1/2 of the blue channel (so instead of 0 to 255 take it down to 0 to 127/128) and set the blend mode to overlay.
Kya Dark Lineage is a great game, a must buy i think, keeped me busy for some while. Abolute addicting both Katamari games good bless i got these on eBay. And my top secret favorite is Gitaroo Man, spices up every party, nobody should doubt about that.