I like it a lot, I feel like the main building could use a little more colour and the foliage less contrast. Right now the brownish foliage and trees are really popping off the screen but thats not what you want the player to look at is it?
dat ceiling. i could stare at it forever. it would be awesome to play a myst style game taking place in this kind of enviro. Unlike shooters, such games encourage player to take their time and look at every detail as he searches for all the little clues.
what engine, all i do is make a 2nd uv channel for my meshes with no overlapping and a good amount of padding. and genrally give more space to only the faces the player will see. than on import of mesh i play with the lightmap res a little.
Come to make silly personal player models for a game, stay for the learning, skill advancement and connections. (though i do miss polycount-era polycount when there was actual polys to count instead of sculpts everywehre, domination war changed everything *grumble*)
is it supposed to be a style? I can't get to see much because of how bright is, and it's also annoying to look at it more than 5s. Not wanting to be rude or anything, just saying if you are willing to let players play it, you should tone that brightness down.
Uhm :P Snefer, you need to talk someone into licensing that music to put into the game. Fits perfectly. Also, that video's opened my eyes. That player was playing it nothing like I was. Looks like I should boot the PS3 up again.
Absolutely amazing stuff, Bo. I had no idea that image of the guitar player was 3D! I agree with what was said earlier in the thread that it is very refreshing to see someone taking freedom with their art style in 3D instead of it all being hyper-realistic :)
Ok i will try that but there is another problem like below.Even this is not working :worried: Edit:Ooops my bad.I forgot to get player input.And by the way i already have widget interaction component line trace is for opening lamps with collision overlap without interface.
some of those edges they are handling with alpha. They did a cool idea of using alpha for the outline corners. Not sure how they solve that tho. Perhaps the player never rotate the camera? The 2nd DOES have a hard edge, it's just antialiasing of the screenshot that makes it smooth.
If something is in the silhouette you should have it on the low poly. The sgrip on the slide shouldn't just be a normal map. It will be in the view of the player at all times so it should be represented. Nothing worse than being able to see flat normals from certain angles.