Huge improvement, much better fore/mid/back separation. Only thing I would add is what has already been mentioned here by others: You should really fix the vertex normals on your tree canopies. It might seem like a confusing task but it is well worth the effort to learn how to do it, as it's really one of the best ways to…
haha SirCalalot do you worry ill get back on it as soo na si can ;) and thanks for the comment brandon yeah i agree i do prefer that lighting :( ive lost all those settings now though so it will take some playing around. I found out today that the hand in for the project is the 1st may and the showcase is the 24th may, my…
Sure. One the right you see the "Deformation" tab, right? Well, click it and you see some functions. Polish basically relaxes or smoothes the party that are stretched topologically (is that even a word?!). For example, let´s take a sphere that has ONE vert moved far away from its original place. Polish will have the…
A recent tech doc from Killzone Shadow Fall has some numbers. http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf "Around 40k polygons for the highest LOD ‣ Enough to capture all detail for closeups ‣ We provided detail guide for LOD setups ‣ Up to 8 bone influences per vertex ‣…
+1 to Di$array there, its looking good, add add some colour variation. on your outside try doing something to the background instead of it just going into nothing on a flat ground. maybe create some trees or some type of foliage for the outside part. I dont know if its the angle of the camera but it looks like there are…
@AA3D: Thank you very much for your feedback. You got a good point. I can't participate in the discussion (else I might influence the survey), however I should point out the difference between human language and computer input: while terms like "to the back", "a little bit", "over there" are perfectly fine for humans to…
Alright! I've gotten most of my first pass level geo blocked in and nice and modular, and I've gotten the UVs done and my texel density close to set. Here's one of the main shots of the environment with my UV/Texel density checker applied I've been working on my materials at the same time. I have most of the base materials…
Just a suggestion, I just tried that right now and it seems to work. Snap your UV shell as you did then snap the scale pivot at 0,0. Make sure it fills the 0,1 space (in the U or the V axis depending on the initial ratio of your map) and make sure the last row or line is snapped to the grid (D+X+middle mouse to snap the…
This thread (and some others about comp buying here on PC) has some very nice information, I just ordered my new system last night and it helped me a lot to decide what I wanted to get ~ just wanted to say thanks :D I kinda went all out and spent a ton of money but this will be soooo worth it. Going to be the first comp I…
So here's an update, made the tunnel from modular pieces and changed the layout a few times but think I have it now. Wanted some points of interest so there's a collapsed ceiling, staircase and dropshaft area. Also made some props, thought the polycount might be a little high but there are some extra loops for vertex…