CRYENGINE. They need to be welded otherwise they won't work with it's "automerge" system, which basically is a feature that merges all vegetation into large groups saving lots of drawcalls. Only 1 element is supported per object.
Thanks for the feedback. Gave it two more blade elements and scaled the handle down a bit. Starts to feel like you could reach and hit something with it now. :) How is it looking now? High poly:
this is nice but I'm just gonna echo what @FreneticPonies said. I would also suggest that you're missing a lot of shadows within/around the foliage which is losing a lot of separation between elements.
Gotta agree, the metal material definition is really nicely done on the second plane. Tighten up some of the highpoly elements to fix the blobbiness, you got two solid pieces! Really well done.
I was advised to open a few lockers. I was given this paint overlay concept by a friend and intend on incorporating as many of these elements as I can before the due date, and some over the next few weeks.
maybe try to reuse elements of your terrain, cut it into pieces so that the engine better can clip them on a bounding box level. Try to use Normal mapping instead of huge polycounts etc.
Some Raytracing elements are only supported by Arnold since Arnold nativly supports OSL. Most of the OSL maps works with other renderes, some has tracing calls which developers must support.
I gotta agree with TerraBite. Even though the face looks slightly more like Riven it's still not overall reading like Riven. Maybe some cyber punk elements for a shoulder pad and gauntlet?
That's not going to tile too well. Make it tileable. Hit and learn about two birds with one project. Continue adding more color and elements into the flat surface areas, like in the Art Panda tutorial.
pretty much everything, including some low poly frame elements. I'm building it as if it were to take massive damage. I'd say I'd do the damage morphs as well, but I'm not committing to that yet.