right u are AJ! :) my screenname rockz Salvador: Palm tree is good...would put more segments in the leaves though so they aren't so polys aren't that obvious...look at the crysis palms...they are perfect. OneTru: Building is good because it is done but bad because it isn't up to the level it needs to be. Your whole team…
[ QUOTE ] you don't like any of the existing PSP games? I think there are quite a few great titles already. Surely more than the DS. [/ QUOTE ] what!! no way! the PSP has let's see...racing, racing, and uh, more racing. Not to mention the DS has great games right now. Advanced Wars, Castlevania(if you wanna talk old school…
Looks good :) Your vegetation post is your weakest atm. The grass looks super fuzzy on the rocks, the rock texturing is a bit lackluster, and the rock sculpt/shapes don't look very convincing. Kinda looks like crumpled up fabric in the rolling video. Just like Magiton mentioned, I'd want to see wireframes, high poly,…
I like the scene Rurouni. A couple crits I have; I think your rock pieces are a bit too vague. Like Illusive mentioned. I think you need to add in some breaks and cracks in the rocks. I find it hard to believe that those pieces could be made from one rock each. Try breaking up the rock in several different pieces. I would…
I hope I am descriibing this right, but here it goes. Say I have an object casting an ambient shadow. (A giant rock casting a shadow from the sun). The shadow of the rock is rather soft and thsu not as dark as it might be if it were a small object. I place a smaller object in that soft shadow, and it is casting its own…
Hello , i begin the ground and i need some advice : Can you tell me the better way to texture it ( UV ) Here is the ground in UDK 1 ) i can do like this Legend : Pink : ground Other color : Rock ground So i can make 4 mesh for the rock ( 4 1024*1024) and use vertex painting for the ground ( PINK ) with 2 1024*1024 With…
I colored/added some detail to my 10 favorite thumbnails, so next step is narrowing it down to 5 with even more detail! I'll need to take the time now to make sure I'm incorporating a rock and tree in each one, per the rules of the contest. At a glance, I think I'm leaning towards 1,3,4,7,10. 1 & 3 have the nice purple…
Personally I think Displacement Mapping is going to be most useful for organics, characters, rocks, environment stuff like damaged buildings or rocky roads. For hard surface props like weapons, items etc I don't really think its as useful. You need to have really accurate shapes for hard surface work while organic work is…
I've been reworking on the general aspect of the project. I also modified a lot of old textures/assets to apply new theories I learned. I'm also satisfied with how the project looks like. The next step would be to finish the tower, which I've postponed for way too long, and also add a few props on the rocky alley (I…
Alright, so I've made some more progress. I made a model that meets the terrain a little more seamlessly, and I decided to, for the most part, remove the wet rock. I wasn't liking the look of it and I got some feedback that it didn't really belong there so I moved it closer to the dock and resized it. I still really want…