Some details of how the keyblade is used would definitely improve the model, things like how the it would look like after it smashes or scrapes against something. The gold isn't very convincing; your diffuse and specular map for gold can be improved. Metals or conductors usually stay the same specular similar to their…
Please correct if wrong. The deformation itself is done in the vertex shader of the snow mesh. You sample the render target texture in there and then move the snow vertices down from their original position based on the colour that you sampled (the same colour that you're using to define steps on the render target). You…
I gave up trying to get the same colour in UDK as it was in ps. Lighting/shadows/fog and compression just mess too much with the original colour and I just use look up tables to adjust the scene/environment. It helps to keep your colours as neutral as you can. That's my five cents :poly121: [ame="…
Looking good Chad. The new water definitely looks a lot better. I really like how the whole scene turned out.:D I'd probably use a more washed out red for the flag that seems to be left out in the open, cause it looks damaged but it'd be nice if the color of the flag showed that too. Maybe the same thing with the poster,…
Yeah, the skin tends to be pretty thin on the forehead so wrinkles tend to be a bit more subtle, right now the 3 big wrinkles on the forehead really stand out, especially because of the bulging skin around those wrinkles. Placement seems a little strange too, they almost look more like scars than what I would expect from…
breasts are far too solid, they look like bad implant jobs. Apply some gravity and pretend they're nice and supple, and it'll really help sell the realism of the character. The crease going down the center of the stomach/abs is too deep and harsh. Shoulders are defined too much relative to the rest of the body, like those…
"Read more about me under resume or check out my portfolio below." Really? :) Neutral color background is usually better for presenting art. The two character heads don't help. The first appears to be holding his breath. The second, as you said, is a test, and isn't presented in a way that shows it has a normal at all.…
Nalis are the four armed neutral fellas from the original Unreal. Peculiar look fellow you've got here. The massive upper-right arm throuws the balance off a bit which the slant on the lower torso accentuates. To keep that extra weight balanced he'd probably be better to have the lower torso leaning in the opposite…
I used X-rite chart before and now it collects dust mostly. Guessing sounds like something wrong while in reality you just instantly know what color should it be after switching few random "neutral" HDRI or in our case moving the sun over a game dynamic sky and switching few cloud conditions, Same for roughness. My guess…
I can see it now. Running along, see a cliff ahead. Press button to jump, experience lag. Fall to your doom. There seems to be many roadblocks to how well this gets implemented across the user base. The lack of net neutrality here in the US means this service gets throttled unless you are with the carrier that supports…