Thanks Peoples! Yeah, I agree with the things you've all had to say so far. I didn't have time this morning to post the other chunks of the project, and so I'll do that now... A couple people mentioned the "metal spaghetti"-ness of it all, and I'll agree with that. As i mentioned above, the game idea started a couple years…
Thank you Eric! Massive help there. For reference I'm using images of Chinese festivals in the evening/sunset and trying to pull off that feeling. Done a bit more work on this. I've adjusted the colour so it's not quite as red. Completely re-done the surface of the water with help from a tutorial on www.hourences.com,…
Ok, that looks better, although Im not too sure how that would deform, but it looks as if it will ok. I found another little thing whilst looking, the face from the side veiw seems a bit too angular, I think it would greatly improve if all you did was move the chin and lower lip out a tad bit. From the front view the neck…
i wouldn't say these are heavily warcraft inspired at all. they're a bit too basic and clean. don't get me wrong, they're cool, just not in the style you would find in warcraft. for the swords: there are very few straight single bladed swords in the game, most are pretty abstract and big. there also aren't very many…
@OlingovaThose I added in very early lighting just to fill the black spaces. Skylight was not working for some reason. So I deleted the skylight and added additional two directional light. Main light is already gone. Other two are still there. If you see first image in the Gif, that is lit by these lights. Not needed these…
Went down to 1024x1024, fixed some mapping issues and also reduced tri count to 22,335. Lit in UDK with a "demon world" sphere. Edit: I probably could fine tune my texture a bit more to bring out the highlights in the black paint of the tank. Also, some more evident scratches I think would be better. There is something…
So far so good. Yet, when I load up the exe file, it doen't follow the camera I've animated throughout. It instead, places me in the Player Spawn and I'm free to do what I want. The images are in the folder, which is great. It's a step in the right direction. Your tutorial helped me out quite a bit. EDIT: I had the Camera…
Close to calling it done. Any final thoughts? I've been fiddling with the lighting. What is seen here is the light intensity, GI and AO sort of cranked. Then after building, I greatly reduced the intensity of the lights so you can actually see the wall light structure. Their is a little bit of LUT color adjustment... too…
Why is part of your texture completely black? it won't look okay if you wanted to rotate the mesh to see the bottom. If the prop is never going to be view from below you can either delete those faces, or scale down that part of the UVs, its a waste of space otherwise. Also the lighting on the rebar is too dark is some…
this is an interesting feature... had to do a quick test myself and i must say this is really handy, i mean, you can go in and change the layers a little for perfect results, but hitting one button does a great job, too... still, only downside is that one cant really check the effect in a lit scene as fast as one generates…