Hey Jon, That is some fantastic feedback, thank you so much for taking the time to do that. Your entire post made me really want to go back in and define the lighting a lot more and really give it that creepy ambience to work from. I've now made it a night scene, and I'm experimenting with flickering street lights…
Are you on Win7? My workstation PC had this issue earlier in the week (Quadro card), the day after I signed off with some updates installing. It only happened once though, it's a long shot but maybe related? Alternatively, do you have any monitors connected to intel HD? The latest driver supplied by Win10 (on home PC),…
So I grabbed the game today... While installing I was kind of reluctant, with all the performance issues that have come up. I'm happy to say I haven't ran into any of the issues mentioned here. I've noticed some weird flickering where polys would sort of remove themselves (like the normals were flipped for a quick frame or…
You've got a great start. The lighting is interesting, and thus far the composition is pretty good. Few crits: - In your first image, to the left appears to be some stairs(?) just ducking the court fence. In comparison to the ball and basketball hoop, they are huge and the scale is making other things in the scene not so…
What I would do is use particle studio, setup a decent fire texture and then setup a basic flickering fire emitter / smoke trail for instance. Then you end up with a shader like this textures/floorsos/smokepuff3_1 { qer_editorimage textures/floorsos/smokepuff3.tga surfaceparm noimpact surfaceparm nolightmap cull none…
Thanks men for the input, Jzero, I had that run on sentence like that because they were just about to reboot the network for lunch and I had to get it out quick. Oh crap I did it again. Other old time cool words and phrases: O.K. really showing my age here, groovee cool deep purple kewl awesome far out heavy local slang:…
if you bevels are very thin it creates some other issue for a renderer for rendering a tiny thin triangles from distance when they are like 1/10 of screen pixel and vertexes are super close to each other . Something with screen rasterization process. So at some lod you supposed to get rid of them and be hard edge anyway…
Tiling. Use noise overlays with different scale. https://www.youtube.com/watch?v=De8DUod26Mg These tips can be applied to about any shader environment, blender, UE, unity or whatever. Also I'd improve on lighting. It all looks almost unlit. It seems dark, so go dark. Make sure you have some nice normal information and let…
Great write up, awesome tutorial thanks for posting! One other thing that helps too is baking in some AO into the vertex colors and pump that into the Ambient Occlusion in unreal. This really helps the model self shadow and it can be almost impossible to do AO the standard route with texture map when so many separate leaf…
Fox Engine Office Remake: While the Fox Engine is very impressive, especially the E3 2013 Trailer, I felt that the Office demonstration was doable in CryEngine 3. To prove it, I present you Fox Engine Office Remake. All assets have a proxy model and the level is in real scale. Many assets have POM to further enhance their…