Yeah feedback is great! The artist is a close friend of mine so I'll show him what you guys have said. This is one of the first character concepts Chris did for the game and he has since graduated from Emily Carr and is even better than when he drew her. You're right about the need to balance out the character, the arm is…
For Honor was pretty cool, curious how the controls will work out. I remember playing Fight Night which had a pretty cool directional hi/low left/right blocking/punching controls, was very fun
Off the top of my head, this is assuming you're comparing lightmaps to a real time shadow map solution. LIGHTMAPS pros: 1.quality of the light rig is unlimited as it is baked, so you can do whatever you want global illumination and all that magic 2.saves a lot of frame rate, our real time shadows costs about 4ms which is…
Hi guys, this is my first attempt to do light maps, I've read epic docs about it and made a couple researches and learn some rules and techniques to do such thing, but I still have some questions. 1 - My model has multiple UV sets for textures, can I also do multiple UV sets for light maps ?? 2 - Can I have massive…
Hi Does anyone know how to get rid of light mapping bleeds or have general advice for light mapping in UDK? I've tried everything I can think of to get rid of these issues, from keeping the shells sewn to cutting them up, snapping them to the grid with 3 pixel padding Light bleeds current UV Looks fine on a fresh import,…
Hey folks, I was wondering for a Solar System map where the player can fly around in, how would I project the lighting? Obviously the dominant source of lighting will be the Sun. However, I'm not able to have a dominant light project all around, but only in one direction. This means the planets on the other side of the…
Ah its funny, i've been working on the GP building from Armadillo and thinking of posting my RDR work for crits also. Just came across this and surprised you've got no comments. Have you gotten any further since you posted this? Good to see you've got quite far but still looks very WIP. I've got several ideas which I think…
Made a little progress today and wanted to share it with you guys :smile: Changelog: ---------------------------------------------------------------- - added that rotating red light and removed some of the area lights - removed the "upside-down" effect and tried to add a more subtle dust effect, which even reacts to the…
Looks pretty good man. I agree with everything said here so far. My only addition is that i feel that the lighting on your normal/specular/diffuse texture maps (on the lower right) could be a whole lot better. Get some dramatic lighting going on. Something with two contrasting colors on each side. Something that really…