Added some bigger stars. I really wanted to check whether UFOs would be an option. Looks better than I expected, but I won't pusue this any further, because it would be too much for mil-spec IMO. What do you think about hidden UFOs on the backside, that can only be seen when inspecting the gun?
My first thought is graphics ram with all the uncompressed textures flying around. What are the specs on your machines? Operating system, cpu, ram, graphics card and graphics ram. It's probably pretty similar, I haven't tried b2m but it looks good as well. The main advantage would be the price, $30 vs $100 last I checked.
@Tectonic Thank you, you were right about the head plates, I brought them out a bit more. I've got to work on the spec maps a bit more. Its suppose to be like a latex bodysuit sort of. Right now, it just looks like thick rubber. This is definitely just a W.I.P at the moment. But more input would be awwwwwesome.
Combine them into groups of meshes. MassiveLOD for example. Also don't use specular on them (turn of "Use Lightmap Specular" in the material) as spec adds a second drawcall to an object in unreal. It looks good for the most part, but that house really stands out. The scale of the windows looks off, it looks bulky and…
Overall its a good piece. Though I think the armor could use some more work as far as the material is concerned. Right now its feeling flat compared to the rest. I'd try a darker diffuse color and some more detail work in the spec map. If your using a relection map I'd bump it up a tad as well.
@j.pears Hey thanks man :D As for the blade, I'm using a metalness workflow for UE4, so I can't edit the spec level of nonmetals. Do you think taking the gloss of the wood down would help? As for the grain, I do have some coming through in the normal, but I could sharpen it a little bit. Thanks for the crits.
Looks pretty flat and dim. Chesplate texture looks completely painted on, without any dynamic specs, and overall texture style looks more WoW than D2. Somehow inside of your shield is brighter than the outside and you could also ad some glow on the crystals. His head looks like it clips with the collar too.
I'm with Justin, I think you guys should follow the well established environment noob challenges. People can still interpret a concept differently, use different specs, tweak the style, etc. It's already asking a lot for people to finish a project in the month, throwing variables in there is going to create some chaos.…
ya some work on material definition would take it pretty far, just logically think of what all the differnt materials are and what effect they would all have on spec and gloss maps. also try to get a good light setup, and a good real-time shader like the Xoliul or the 3point viewport shaders to better show this thing off
The armor is looking pretty flat. I would add some color variation and some surface details. Also it's looking a bit plastic. i would recommend adding more noise / detail in the spec and gloss of the armor. Also for you metals I think it would help if you darkened the diffuse. Other than that it's looking great. Nice work!