this last pic is looking real good :) . The main thing that I'm finding eye catching now is the lack of foreground and the absolutely flat road. Perhaps just some simple touches like a fire hydrant in the foreground and some litter on the road eg some cans and stuff would break up that flatness, also raising the camera up…
Yeah, I don't see what the whole fuss is about. At least it was well done, and the actor kept the helmet on all the time, not to mention the supporting cast did an excellent work on carrying Dredd's coldness around with a more humane side to things. The visuals also stood out, the entire motif of broken world and drugs…
Its been a long Time since the last update, i pulled some all nighters and now the modifierstack seems almost to work as excepted i also added a global exception handler which displays the exception message and stacktrace in a textbox for further analysis but please dont send me exceptions caused by the "Experiment" filter…
Sure thing. Here's a 4 image gallery showing the Albedo and Spec pre-export and post-export: http://imgur.com/a/rVtVU Pre-export, all the layers are present. Post export, this is the case only for the Albedo document, but everything else has only the first layer. Looking over the layers in Photoshop, I've got a hunch it…
I never fully understood why people say that with a metalness workflow the specular reflectance has to be hardcoded. For instance, I am working with the PBR Plugin Alloy for Unity which also employs a metalness workflow. It is based on Disney's Principled BRDF. However, you can still assign a monochrome specular map. That…
Hey Rizzler, Thanks for the feedback man! My first big goal was nailing the 50s-60s styled ergonomics of Fallout 4's assets. I don't have a design in mind for the actual base, but have considered that it should be more form fitting eventually (most likely I'll design around a ref of a splayed hand to not restrict movement…
@Brian "Panda" Choi still working on the prototyping of things. at the moment it's just the standard UE4 box area while testing movement and other things, I just wanted to have a pretty asset to keep me motivated, haha. And thank you! I tend alot towards 'would this be a cool toy?' with mechanical design rather than going…
Without giving away entirely too much detail, the game is a turn-based rpg style, so not a lot of dramatic movement really, though there is potential for some here and there. Areas will be room by room (like Vagrant Story if you're familiar) as part of the effort to keep the polycount down. I don't believe that I can use…