So Azzamat I though about that double plane technique of yours and wondered if I could do it with a shader. Turns out I can! [ame="https://www.youtube.com/watch?v=fqKG6FuABqE"]UDK Fake Thickness Material - YouTube[/ame] The concept is basically to offset the texture with a Bump Offset node (also known as Parallax), then…
Oh yeah, tonight is going to be spent on reference scrounging and figuring out a better way to get that platform working. Also, this never bodes well when you're looking for reference: XD
Just did a quick texture pass on the walkway to snag any issues with UV's and textures and such. I discovered that shadows won't render if the UV's go outside 0-1 space. And I ran into a problem with baking lightmaps. It seems like meshes with transparency won't cast shadows when using Lightmass, although realtime shadows…
Finally finished this gosh darn thang. Still lots of room for improvement and things I want to add and tweak, but it's time to move on. The scene was designed with a point and click adventure in mind, so this is the angle it would appear in game. I laid it out in a way so that they player would always be visible. The…
Spot on Marc, I was thinking the same thing while detailing it. But zBrush is not too good at doing high level transfrmations like that so I'll give it more of a tapering shape with a Lattice Deformer in Maya. I'm also thinking I need to sit down and figure out an art direction properly. Right now I'm sort of pushing and…