ʕ •̀ᴥ•́ʔ I'm back with 8 new videos! I'm working on a 3 part series on painting rocks for video games: How to Paint Rocks for Games - part 1 How to Paint Rocks for Games - part 2 I also released 2 videos dedicated to the major new beta features. The traditional animation toolset and the new rendering engine coming in…
First off you could have posted this in the CryEngine section :P For your problem, I don't really get it, the material editor also didn't changed a lot (you don't have to use the node-based version just change to compact and you get the good old editor). Now to you Question.. Just create a simple Box that fits the size of…
I stick to Quaternion also, its what Biped was originally built on and what it seems to function best with. I run into a lot of problem when its set to Euler. Things like tangents resetting to default when saving/loading animation, what good are bezier handles if they reset? I leave "separate tracks" at the default…
Hi, I've been working on this for some days now and it's finally finished, now I just need to make it presentable and I would like to ask for some guidance with that since I think this has a lot of potential and I would like to make the best out of it. Presentation is what I need to improve the most as you can see. For the…
I enjoyed much of your hard surface work, and the modeling looked tight. In the spirit of nitpicking critiques however Maybe its just me but it took me a moment to grasp the opening scenes' composition. Each individual model looks good, and I appreciate the fact that there is a strong foreground, a mid-ground, and a…
It's expensive, has the pancake problem, doesn't work well (or at all) with a vertex-blend(s), it's performance heavy by shader standard (forcing you to go bog standard instead of having anything else) and the list goes on. Might as well just use Phong and a Color Map for all the physically accuracy it gives me room to…
Shader, rocks, little more shader, crunching at work and more rock cliffs :) That´s pretty much what I have done lately. I´m testing a lot of different things right now. I also started to make the whole island. Now that I have the shaders and modular pieces done it´s pretty straight forward to build bigger level. One big…
@VikingFunk: I'm liking the addition of damage stats and the metal burn (Oxidizing?). @GameGuran: Glad to have you here, nice work. I've been working with materials in UDK, there's still a lot for me to get to grips with so this seemed like a good time. I've used the packaged RockMesa06 while I work out materials. Cavity…
The scene is kind of in a weird place IMO as I see some good assets posted individually here (like the rock models and the flat grass texture) but it doesn't look like you're using them at all. What I am instead seeing is some round rocks without any real definition, looking like they're coming straight out of a 2005 game,…
Very well done! You did a great job matching the concept. Your modeling is great and the attention to detail really shows. I have some nit picky suggestions. Don't feel like you have to do any of these but might be worth a try in the future. - The concept has a nice hue transition from blue/green at the top and red/orange…