Looks really good so far I only see a problem with the concept, they used many characters and spaceships and stuff to get the image dynamic, and the imperfectness of the 2D medium is certainly not achievable with a 3d environment, so id highly suggest adding a lot more random props and junk and whatnot than on the concept…
I dont mind. I updated some of the textures since then. I think it is best to test in an outdoor scene with direct and indirect (skylight) right off the bat. There are quite a lot of textures that need to be baked though and some are specific to UE4's hair shader: Result * Alpha map * Ambient occlusion * Zdepth * Normals…
@Isaiah Looks fantastic dude. My only crit is I'd move away from the deep greens, as the saying goes - green covers dont sell. I'd make it a bit warmer, it's in a bit of an odd spot between warm and cool atm (while the beam is very cool blue). Here's a set of client work pieces I did a while back. This is the inside and…
I think the golden lighting works well in your scene. But it needs to be more intensified and literally gleaming along that statue. The water needs to look more like water. Looks like refracted glass to me. Maybe some lilly pads or something green on top to make it more...pond like. I don't know if you're following the…
Before I even read the text of your post, I thought that the specular was the weak point here. I would suggest experimenting with different hues for the teal and the green in the specular. http://www.acig.org/artman/uploads/rslmaf_mi-24_af-0010_001.jpg http://www.asiatradingonline.com/Mi24-Hind.jpg These two refs make me…
i really like the skin folds near the tail. Its a little excessive on the leg with the tube things... kinda like you intended to make em a different color but pink just looked easier? technically the details are great, and i think there is a good bit of subtlety in it, but i dont think the design is a collected as the…
Thank you for the reply! Inverting the green channel basically flipped the location of the problem. In other words, the normal appears (mostly) fine on the origin half, but the seams appear across the mirrored half; after inverting the green channel, the mirrored half appears fine, but the origin half has the seams. Still,…
Alright here is the test case i used, its 3 objects, all using the same UVs so you can bake them all at once. Make sure the middle object in the low has smoothing set to 45 degrees if the normals arent saved correctly in the obj. http://dl.getdropbox.com/u/499159/nmtest.rar Also, make sure if you guys are viewing a nm from…
[ QUOTE ] I've never seen a game asset use world-space normal maps. My guess is that one of your tangent space channels is flipped. You might try inverting the green channel and seeing if that corrects the issue. [/ QUOTE ] Thanks for the thoughts guys, it's been quite informative to a noob like myself. And Kevin, you're…
i made that green/blue checker. there is no real need for higher res. just tile it. its 512 now, if you want to check 1024 you tile it 2x in each direction. 2048 is 4x in each direction, 4096 is 8x in each direction. "Make it pink on green background for ideal contrast" my checker comes from times when unwrapping took as…