a few more updates for a sleepy sunday! fleshed out the dock area a bit more, probably wont take it any further as it wont be seen very close in the final shots: and some fluffy mist in there, i will work more on the fx i threw these in from my midgard scene to test! feedback muchly appreciated!
Thanks Serp. I fully intend for flames and some light snow FX. That'll take some learning though, but UDK tends to control my life when I get to the point where I'm working more in that than in Maya. BTW: Light maps fixed on some objects but it's not worth a new picture.
Heard lots of cool stuff about Hero, I started off at a place that wanted to do a casual mmo and switched from torque to that. It was really cool to see the realtime world updates as an artist placed meshes in the game world. Some real cool FX there!
fpscontrol looks interesting but do you get unity pro to make the game? if you are stuck using free its not gonna look great with no shadows or post fx. Also can people enter in teams? I cant see any info about that.
This seems like a whole lot of effort to convert it in to vectors then 3d then clean it up. Why not just use the Bevel FX on the black and white mask in photoshop and Normal Map Filter it and if needed mask it further with gradients to make certain parts taper off differently?
Would have to this is prob. the best looking console/PC game. Not because of post FX, but their textures seem higher quality than most games. Also, for them coming to consoles now after doing really only PC stuff, they did a great job.
http://wiki.polycount.com/CategoryEnvironmentFoliage http://wiki.polycount.com/CategoryEnvironmentTerrain Creating Foliage for UDK has a bunch of great workflow info. Applicable for bushes and trees. You can also use Paint FX in Maya to create the high-res branch and leaves for baking your maps.
Hi Everyone, We've been working on some new FX for LOST ORBIT. Check out some of the new screenshots and give us some feedback! Help us get Greenlit as well, vote for us here -> http://steamcommunity.com/sharedfile.../?id=229624829
I have bought this tutorial around a week or so, I would really like to recommend it to anyone trying to get deeper into substance designer. Hugo has illuminated me into the world of FX maps, he explains everything really nice. Awesome content.
Since you're doing custom lighting couldnt you do a constant 3 and add to your resulting light function stuff (Diff + Spec) * lightcolor ? Dont have UDK on here (mac) to check but should work as this is how ambient works in fx shaders