Just some extra info: Blinn, phong, oren-nayar, shlick etc all have diffuse and specular implementations. Most often you'll be seeing a lambertian diffuse model with a blinn or phong specular. Blinn's model is an approximation of phongs, and can be made to look identical with differing exponents. Also that specular…
Thanks for the kind words and feedback so far guys. I'll address somne points and we can work on others :p I'm curious why you have redundant textures. You've made two walls [with the windows] that are nearly identical. Same for the triangular eve pieces - mirror the uvs, not the texture. I assume this relates to the…
My goal was to create a cool looking shader (main judgment criteria is "Aesthetics: Does it look cool?"). You get to a point in a no-man's land writing shaders where you have to do something more complex than the generic shaders out there that cover 99% of all surfaces with minor variations, but aren't mathematical enough…
I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…
Rifter, ha that wasnt supposed to be there.. the 'what am I?' object was part of his gas mask setup.. but since I dropped that I decided to keep the box and texture it up to fit with the rest of him, just me trying to think up what it should be shotgun, hey thanks. Its a interesting point you bring up about the missing…
Hello everyone :) Just an update on the project on how it is - We've gotten quite a way through developing some of the key environments in the game. Thanks for everyone's comments so far - it's really motivating to hear so many people interested in the game and definitely pushes us forward in getting it completed. With so…
Nice environment, poor execution.* Add an AO pass (you said you did, but I can't tell). Most games coming out use AO as a post process so I wouldn't worry about if its feasible in games or not. * Your pixel density is inconsistent. For instance, the light post wood texture is much blurrier than that garbage bag directly…
This stuff looks good overall. I really don't like the guy's face... the eyes look far too small, and squashed together. The lines/wrinkles going down the cheeks look really weird, they're not anatomically correct, and shaded far too "hard" to be flesh. His mouth also seems too hard... I think you've overdone the 1-pixel…
Hey guys, so to start, I'm going to post an album of all the materials I used, along with (soon) two finalized in-game videos of my Outworld Devourer horns cosmetic. But first some reference numbers. Mask1 - Red: The glow effect will occur at even 4 points above pure black (for best results use a buffer of 5-9 for…
Although Free Lives has had success in 2D pixel art games, we are looking at moving into 3D in future projects and we need experienced artists with appealing visual aesthetics in order to do that successfully. Requirements: *Must have minimum 5 years experience in either animation or video game industry (non-negotiable),…