A dry tree verion with less dense foliage would fit better imo, right now it looks too beautiful and green even without texture. I don't think that orcs likes too much beautiful and green foliage. You could also add some skulls hanging on the trees :)
Nice looking grenade ZI0! One small suggestion. If you were to take your image into photoshop and desaturate. You'll notice that your green and metal color are the exact same value. To make it pop more, I'd mess with your values. Make the green color darker, or metal darker etc.
The problem is your rotating your normals when you flip/rotate your uv shells around, so each uv shell is reading the normals differently. One shell is reading the normals as red/green, and another shell is reading it green/red and between them you end up with a seam.
Is this just for one side? If you look at the front of his fingers, the side is clearly red. Right before he sets it down, he rotates the top row towards the front and it's green. So there's 2 rows red 1 row green in front... I assumed this was 7 seconds for the entire cube.
Hey all.. I'm working on some grapes in UE4. I am using double sided planes and have the material set to double sided but the back side of the normals isn't correct. It looks like the green channel is flipped... I can flip the green channel in UE or PS but then the front is messed up. How do I get these to render correct…
Hi everybody! I will show you my new work, model car "MNU Armoured Jeep":) I hope you like this work. Comments and remarks welcome ! [ LINKS ON WORK IMAGES IS BELOW ]http://i080.radikal.ru/1009/07/79f2c4ce0206.jpg - CAR http://i081.radikal.ru/1009/a2/3f15de24ca51.jpg - GREED CAR GREED
Would the glass just be a normal map with specular? -But how would you achieve that distortion/noise? If the glass is the normal map, how would you have the gaps between the green/blue hexagons and the holes within them as a normal map? (do you simply add 2 normal maps in material editor in UE4?) Thank you. It overlays on…
In addition to what McGreed said, it looks like you need to invert the green channel of your wall's normal map. With future xNormal bakes you can change the normal map "Y" swizzle coordinate setting to "Y-" to save yourself the trouble of having to manually invert the green channel in Photoshop.
Another beaut! One thing I'd mention is that the spinning roundhouse at the end to green guy needs some more snap to it, right now it's very smooth/soft, and it doesn't feel like it would send the green dude flying like that :) The yellow guy can't catch a break tho haha ~t
The nice thing about the original is the contrast between the green and dark orange. Red and green are opposites on the color spectrum, and so for colors have the maximum contrast available. If you wanted to do something less... "pop!" worthy then more blues is fine. But it's that color contrast that makes the original…