Some things were vertex baked, like small sticks, debris props and such. But they didn't really blend in with the rest of the scene until we got probe-lighting, unfortunately this was after the game was released.
For the frost on cylinder effect, I would texture the metal adding a tint of blue (dont overdo it) and vertex blend in some frost. Also try to tone down the amount of noise in your textures.
Thanks everyone. We're a small group of guys just trying to make a game. Getting this far has been a huge blessing, and we hope to keep you folks entertained for years to come.
I wouldn't say that. They aren't the bleeding edge on tech or art, they seem to focus on the entire package. Writing & design seem to be their strongest points - just compare Narbacular drop to Portals 1 & 2.
Cheers! Its built of a number of rock modules just placed together. There are several different vertex blended materials on the rocks to give more variation: wet, wet with drip mask, moss masked.
It looks to me that some areas may still be packed too tight. Maybe mipmap bleeding will not look bad since the gun is probably mostly black. Nice work overall, looking sweet!
Yes. Except for performance reasons it's unwise to use alpha for a whole dome. Alpha blend is relatively slow to render in real time. Better to use cards for the clouds, cutting out the empty areas.
Modular designs Hair and fur Blended/morphed normal maps (for facial expression) As far as I know, only Cryengine is the only widely available engine that does this right now, though, yes?
Yup! I've started getting the code ready for flow out/in (basically pinch/inflate). Vortex will take a bit of thinking, but should be doable. I'm also trying to implement a blur/blend brush.
you have some tiling issues on your house model. I'd suggest using vertex blending to break up the texture a bit. http://www.3dmotive.com/product-udk-mesh-paint