Hello! Small update: I did a first pass on the kitchen wall, restroom door and added two new props (mop + bucket). Eventually I might do a second pass on these props, but I'll move on to the next thing for now (as there's still many things to do haha): Next is the Canoe Light, for which I started modeling the high poly…
You need to work on that texturing mate. The normals especially. They look very photo sourced to me. Your lighting seem a bit off, here is a youtube for reference. [ame] http://www.youtube.com/watch?v=0zIJCpUqeb4[/ame] Bring down thoose contrasts and play with the desaturation of the scene. notice the pale brown colors and…
Thanks everyone, I'll try to update once per week at least. :) Here's the first update, the communicator device. I leave the hologram effect for later. Lighting is still wip as I'm using some emissive lighting and not all emissive sources are done. I also added a slight orange fog in the back to reduce black levels and…
I did some tweaks to gameplay (tiles and obstacle) shader to fake a bit of light bounce from the background, also added a slight rim light to things. I added camera shakes when hammers hit the ground as well, it's based on the distance from the player to the hammer so bigger shake the closer you are. Really helped getting…
Thank you guys! Some of those models must be 3-4 years old now, it felt sort of nostalgic to dig them up after all this time. It was also pretty awesome seeing all this stuff in the game for the first time last month :) My render setup isn't very glamorous, it's all scanline / light tracer output that I comped together in…
nice but could be better quite easily... your baked in lighting has some issues (im guessing its baked), too much black for starters you need to limit that to your darkest corners, your SSAO is too strong limit it a little more, as the artifacts are a bit obvious. the env with the hanging plants is lit really weird... the…
Looking good! I like that blue light hitting the left side of her face but I feel maybe a soft fill light hitting her right side could help make some of those details pop. I think getting a very slight highlight on the edge of the right side of the collar might be nice. I like the mood that is happening, though, nice job!
supporting edges / quad chamfers and creases are sorta same same but different. supporting edges give you better control over the edgequality, as in, its always going to be the same width as per your setting, while with creases the result is highly based on the surrounding geo. its just a slight mindset shift, creases are…
@Pancakes: There's no action in the last vid I made, but hopefully this will change your perception! Full 360 AI Tour: [ame=" https://www.youtube.com/watch?v=k4YNsTrBKBw&hd=1"]DataHive - 6/17/2012 - Full 360 AI Tour - YouTube[/ame] Also, I've got a new Beacon AI system implemented that uses neither UDK's built in pathnode…
Thanks for the suggestions you're right it is too organise. I will add paint chips and debris , a lot more picture frames and tilt them a bit ....I also think addition of curtains with slight movement from draft will add to scene a few boxes maybe oh yeah thanks for that pic ..it's reminded me to add the light shaft to the…