Just a quick update on how it's coming along. I've managed to get some normal maps working using render to texture in max and xnormal. The screens below show what it looks like now in UDK.
Lots of fun to work on this! Hope you guys sign up for the beta! :) Bram found a site with collected environment screens if you guys are interested: http://www.gameplanet.com.au/pc/galleries/g545d4149dd53d/Overwatch-environments-screenshots/
disanski, YBourykina, garriola83: Thanks everyone :D Di$array: Thanks for the feedback mate. Yea the folds still need a bit of work. GragGunslinger: Cheers. Yea no worries, here's a close up screen grab:
that looks really nice! I love the work you did on the flickering screens. I have no idea how to setup a shader like that in unreal, can you give more info about the nodes there? thanks :)
Well its only 60 bucks so you dont risk much trying it out :) I also set up my dual screen vertically (with an ergotron arm) - it encourages one to sit straight!
you maybe want to put your gizmo to "local"? (on the screen above just click on the downward arrow left to the red box Dave painted in) though i dont know if thats what u are aming for...
Hey guys, long time no see. Haven't been posting for a long time. I changed the strategy and started to block out all the stuff in maya and then go back to Zbrush to polish. Here are the screen shots
Hello ! Just a little update, more screens will come soon :) Inspired by : Xenoblade Chronicles 2, Golden Sun, Final Fantasy Tactics Advance and other great J-Rpg games <3 Work in progress
Yep i noticed that yesterday ^^ im working on it, also my structure is taller than the reference. I think i will have the whole high poly this week i will post screens when the HP is finished.
Agreed, It could also be your AA type, the FXAA tends to create that glimmer effect that the engine screen grabber could be picking up on because of the viewing angle. Try switching to TemporalAA, might be a quicker solution :)