Hi folks, I wanted to ask for some level graphics crits please! I'm just starting to look at different level graphics for different ship 'makes'. For now, it's just going to be a texture swapout, at some later stage I may play with the shape of the blocks. looking at the old screens, the pickup mechanic has changed now so…
Lol sorry I missed that post. But cool, that sounds nice! I was thinking... Judging by the wet pools it looks like it just stopped raining. Or are they pools? If so increse the spec so it actually looks like water. Right now it looks like some matte surfaces that potentially could be water. Some wet papers and glossy…
Hehe nice of you to post it here Davision! I didn't look at your file yet but the spec not behaving well might come from a material not instanced/parented to the correct base shader. Did you use Base_02 as a parent? If I understand the engine properly a completely custom material assigned to a bodypart won't display…
Model and textures look nice, good work! My main critique is on the presentation... The in-game shots look a bit weird... why are there occasionally tiny bright blue pixels around the outlines of the model, and what's the "outer glow" effect for? Seems like it's actually making it look not as good as it could. Also the…
Thanks, woogity. I'll try and address each of your comments here. On the positive points: Thanks for the comments on the mystic guy. I'm glad he reminds you of a del toro creature, I love that guys work. About the piercings on his back suggestion, they're already there :) I'll post a back shot of him in a bit. The dangly…
I don't like the way it's shiny. I also don't like the very evident normal-map look of everything (black shadows). You would think that, by now, these engines would have been tinkered with to make the visuals even better and less abrasive. When I first started the game, I was a little miffed that I could get out of the…
The contrast between the ground texture (which happens to have giant stones, project is smaller) and the all the other materials touching it is too harsh. You need to decide whether you want to stick with warmer or colder tones. The wall texture with the dripping water doesn't mix well with anything else around it, looks…
Seriously, lighting in Unity... I don't think I'm really up to it. I'm getting really strange results every time I try. I'm not trying to use the light maps in max but I'm wondering how I can use external light map on single objects that share the same material. I think I can do it unwrapping the level in atlas mode. But I…
I have been wondering does normal maps affect light bounce calaculations. In ue4, does light bounce with refrence to normal maps or u need a displacement to make that happen. If u have like a very rough bumpy floor using normal map, will ue4 calculate the bounces that hit and scatter from those bumpy uneven surface or it…
Hi, So the light doesn't interact with the height map for me when using parallax occlusion or tesselation. Should it or is this normal? I'm new to substance designer and I haven't really worked with height maps so I'm not sure how it's supposed to work. In this picture you can see that I have height enabled but the light…