@Neox Ahh this is brilliant though, thank you for the insight! I appreciate you bringing up your thoughts from it being archived too! I didn't think about adding the low AO in there too that's great! Thanks for sharing this :D
I'm honestly in awe of this project and still am. Thanks so much for sharing, its so inspiring :). I hope you don't mind me asking but i was wondering how you went about creating the gradient map as a base for the character? was there a specific process or mostly from combining various map passes? Did you also combine your…
This stuff is consistently awesome, guys. A few questions, if you don't mind: You guys have been working on this a while, so what's the general workflow like? Do you guys hold frequent group meetings/chat sessions to hammer out gameplay and art ideas? Do you have a comprehensive style guide to go along with the design…
I'm not seeing you say this isn't a genuine game pitch you guys are developing? Pretty sure publishers would be tripping over each other to fund this if you have a design plan!
If you look closely you can see seams. My guess... this is a cube with 4x4 faces on each side, Sphereify modifier to create roundness, then non-uniform scaled and soft-select edited into an ellipsoid shape. If you look where the original cube edges would be, you can see UV discontinuities.
I suppose you baked the lighting in a separate program since it's not possible to bake global illumination using the lighting system in the UT3 editor build. How were you able to set up the scene in the program you baked the lightmaps in, and then set it up exactly the same in the unreal editor after you imported it in so…