It looks good overall, but I don't quite understand what kind of damage you are trying to portray in some places. Do you have a reference? Are the deeper holes rotten and painted over? It looks dented in with a blunt instrument, perhaps because it's an overlay and the underlying structure doesn't change. The roughness…
Yeah, that ^ Until the world stops running on greed the train isn't going to slow down. Always going to keep pushing things. Until they break. Dumb animals only learn through pain. Thinking technology will free us from burden is naive, IMO. That is the opposite of what happens throughout history. Technology always…
Hello, My name is Matthew. I am one of the founders of Twisted Reality Studios and we are looking for a few good members. Twisted Reality is a remote start-up company working on its first game project “Primus”, a tower defence game with some twists with an art style of stylised realism. We are a team of 7 looking to fill…
How is this then? I still cannot figure out what to do with the lower body, it's seeming bare, I was thinking power boots of some sort, but I am not sure if that would be tacky.
It is more worthwhile to invest the time into yourself than into LLM. LLM is a service currently being offered to you for free. Let's investigate this. Currently AI data centres consume ~2% of all the power on earth. Trillions of dollars are being spent giving you a service which is 100% free. You are giving it your time…
Hi, at the moment I work on my first bigger game asset which I can design from the scratch. The task is to create a building for a FPS in the C&C (1) Universe/Style. The building itself should be used as a armoury/tech building which can be conquered and provides the conquering faction with new weapon and/or tech options.…
With that light near the bricks you are just lighting the shadows your dom. dir. light is casting. That's why you are getting faint shadows. Lose it, lower its power or move it farther away.
I've seen HDR/cube lighting applied a few different ways. Usually you precompute the lighting from various positions in the level (HL2-style) then you store each as a cubemap or PRT or somesuch. Once you have your src, it can be applied either like reflection or like diffuse. If reflection, the shader constantly factors in…