Well i know its been a while. Hope u all are still interested. Been blocking the level out and Uving. Just about done with all of the modular pieces. Soon all will be needed is materials. So tell me what u all think so far comments welcome
Yea, you can look up that. My material section shows how to setup a fresnel. Also, set Environment Color, and brighten your main light a lot. Reduce the SSAO (all of this is in that scene setup I linked earlier. Get rid of all the solid black.
The vid is kind of low quality so i got u guys some high quality screen shots Ill make a higher quality vid later. Over all it was a great learning experience. Every one who has posted has pushed me to not settle for that i thank u all. But i am fully aware that i still have a long way to go. This definitely will not the…
meh, he's still setting up chris, I know its important to get at least some "feel" of the scene through atmosphere, but maybe he's wanting to get all the content done, then work on the presentation and lighting etc.
So i updated my concept art. Again i wont be un-doing any thing but I am interested in what u guys think and also what changes I could make to the final 3-D rendition. all comments welcome
Well i have a small understanding of what rim shader is now. Its a Pixar ish drop off glow that is created throough the use of the fresnel in your material. a great example of its use is in mario galaxy, i will use it as refrence every thing needs to be softer, the lightings fall off, The edges of all of the materials.
This is not finished so if any one thinks there should be changes made, im listening. I will add tails plane the "tornado" some where in the level i just dont know where. i will also be adding more debris from the sky fortress all around the level. For the most part im posting this to see what you think of the placement of…
Alright i think im done with my block in. Man i cant wait to pull that wacom tablet out. The first shoot is going to be over all beauty shot, but i feel that there will be a few spots that are going to be strong. the trees look weird cus they dont have alphas yet, and one side of the normals is invisible, that container is…
Well i was going to post and ask how do u make Shadows a bit more dramatic then i noticed that i didn't have cast shadows on. Well any way i was thinking of expondeing upon the level with more assets particularly with this long ramp and these moving platforms that made sonic feel very platformey i was wondering what you…
odium: Those extra verticies will be useful if he makes a shader that paints in a 2ndary texture per verticy in unreal. Basically multi texture painting per mesh calls for a bit of geo for it to look slightly correct. In my opinion having the extra geo when used wisley within unreal is perfectly fine, in game development…