Utterly magical! The falling castle stuff would be really cool, if it was synched to the combat round time so when a time out occured, then the castle hits the ground at the same time, making it clear to the players that they better hurry up the killing before they slam into the ground!
I don't have much time to post right now but at first glance the scale of your concrete texture looks too large to me. Try adding more low frequency detail to it, it may help to show the building with a player character next to it to be sure.
Its a great looking set, congrats. The final model seems to differ quite a lot in some areas from the original concept. What's the story there? Was that as a result of technical restrictions or input from the player you designed it for? I'm curious as to how those came about.
Thanks! Its initially for pc and ps4. Its a four player local multiplayer game and I can't imagine the controls transferring well over to mobile. I don't think the level of detail and size of the assets would hold up on mobile either :p .
I agree with ZacD throw a base texture on there first and see if it's even noticeable from a reasonable distance. A player would never be able to get that close to an object in 99% of use cases unless you're intending for this to be in VR and actively being picked up and inspected.
Your matinee is probably 5 seconds in length. Need to reduce that within Matinee itself. Didn't understand the cam target question. You mean controlling what it focuses on? I tend to attach the camera to the player/whatever you control with the Attach To action in Kismet.
my vote is for uwe boll. and my guess is that this is 'jump the shark' time. when the doom movie came out, i was so embarresed to be a doom player because of the image it gave to the public. i'm sure this will have the same social effect as a Dungeons and Dragon movie.
hehe, nice to see some who are/were lineage 2 players The Elf chick rocks and utterly reaks with lineage 2 texture goodness :] Loving it completely, the low-res texture on the sword does seem to take away from the overal quality of the model.
My point has always been that you should strive for Realism, not copy reality. It doesn't matter if it's identical to what you're looking at, if the average player is going to look at the scene and say it's wrong. Keep things realistic, but if something doesn't look right, change it.