@Iruka I've been drawing up a scale chart to figure out how to art direct detail density so things look bigger, did it during my taxes >: D hopefully I will be able to sort out scaling for the future and plan out the rest of the scene more methodically
as for now here is some sprite based vegetation, it's causing a lot of graphical errors i took great care in hiding with the camera angle : D
spoiler gifs a little heavier moving the scene around in it
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BroloBroseidonLord of the BroceanRegistered Userregular
you can rehost gifs on imgur, it will automatically make a much smaller gifv that will auto-embed on the forums if you paste the url (just add .gifv on to the end of your file name)
Numbers do not feel. Do not bleed or weep or hope. They do not know bravery or sacrifice. Love or allegiance. At the very apex of callousness you will find only ones and zeroes. sandysane
The armor sets are really fun, I like the sketches too. Adding different/specific races to your sketches will help you find new hair, body, face types and color schemes for studies. Might be something to consider.
@Iruka I definitely got a lot more interesting variety letting google take me to india, the clothing is something I really want to incorporate into a design, it's so different and interesting, just accidentally opened up a whole new world for myself : o
@SeveredHead tanks dude, I really want to direct a team one day so I diversify a lot, I really want to talk on everyones level and get involved, not just treat people like hammers and nails, I'm also terrible at focusing on a single thing for long amounts of time and burnout fast, it's definitely something I'm learning to deal with
Mixing in more ogre blood
Been trying to experiment screwing around with proportions, it's teaching me a lot about the uncanny valley and where it lies between realism/cartoony and how it affects appeal and perception.
If I want to make a character with an abnormally long neck, if it's cartoony no problem, but realistic? I have to establish some kind of real world connection with the design that buffers the valley i.e.
Something else I learned was where you can add musculature to a woman without losing too much feminity, which turns out to be the core/hips/legs i.e. feminine muscular silhouettes are bottom heavy and masculine ones are top heavy. Which is why above I've focused on thicker legs. It seems so obvious now, but I sure as hell missed a few times.
I'll be doing a study on toned legs soon enough to ferment this, for now I've been reverting some of the weird experiments in anatomy I've made such as:
Love it. Going back to page 1 of this thread is insane, there's no way I would have thought it would be going this way, but the latest shit is super fun.
@Iruka you're probably right, it's making things more difficult trying to find a use for everything, there were some pretty wonky color balance issues with the grass when I first brought it in, lost about 3/4's of the texture map to make it work with my moss map, the good news is I fixed the DX11 ambient lights so I can get some proper dark shadows now
I mean, not for nothing but I'd want to run around that little area. Looks good so far.
Are the odd textures in the middle of the pillar a broken map? I assume the more even checker patterns are ready to be textured? Texturing things in 3D was always beyond me. it seemed tedious.
I mean, not for nothing but I'd want to run around that little area. Looks good so far.
Are the odd textures in the middle of the pillar a broken map? I assume the more even checker patterns are ready to be textured? Texturing things in 3D was always beyond me. it seemed tedious.
oh they havent been uv'd yet, just a textured shader slapped on so its all wonky, you'll know when it's textured properly ;D because ill be all like "look i textured it, isnt it pretty!"
@Iruka I was thinking of giving mushrooms buffing properties like from everyones favorite plumbing simulator, like if you eat a red mushroom things get a little hot ( ͡° ͜ʖ ͡°)
It's layer blending, plugging the textures and normal maps into a thingie that modulates how much and where they show up. It's not random but has multiple layers of the same texture in a single material then the UV's are scaled up and the detail drops off based on camera draw distance so it blends into the BG.
You know UE4 is strong af when nintendo launches a series of flagship games with it!
Posts
@Iruka I've been drawing up a scale chart to figure out how to art direct detail density so things look bigger, did it during my taxes >: D hopefully I will be able to sort out scaling for the future and plan out the rest of the scene more methodically
as for now here is some sprite based vegetation, it's causing a lot of graphical errors i took great care in hiding with the camera angle : D
you can rehost gifs on imgur, it will automatically make a much smaller gifv that will auto-embed on the forums if you paste the url (just add .gifv on to the end of your file name)
Reason: sandygone
Numbers do not feel. Do not bleed or weep or hope. They do not know bravery or sacrifice. Love or allegiance. At the very apex of callousness you will find only ones and zeroes.
sandysane
Here's an update on the roster, you can guess where I stole what from where
@SeveredHead tanks dude, I really want to direct a team one day so I diversify a lot, I really want to talk on everyones level and get involved, not just treat people like hammers and nails, I'm also terrible at focusing on a single thing for long amounts of time and burnout fast, it's definitely something I'm learning to deal with
Mixing in more ogre blood
Been trying to experiment screwing around with proportions, it's teaching me a lot about the uncanny valley and where it lies between realism/cartoony and how it affects appeal and perception.
If I want to make a character with an abnormally long neck, if it's cartoony no problem, but realistic? I have to establish some kind of real world connection with the design that buffers the valley i.e.
Something else I learned was where you can add musculature to a woman without losing too much feminity, which turns out to be the core/hips/legs i.e. feminine muscular silhouettes are bottom heavy and masculine ones are top heavy. Which is why above I've focused on thicker legs. It seems so obvious now, but I sure as hell missed a few times.
I'll be doing a study on toned legs soon enough to ferment this, for now I've been reverting some of the weird experiments in anatomy I've made such as:
Are the odd textures in the middle of the pillar a broken map? I assume the more even checker patterns are ready to be textured? Texturing things in 3D was always beyond me. it seemed tedious.
oh they havent been uv'd yet, just a textured shader slapped on so its all wonky, you'll know when it's textured properly ;D because ill be all like "look i textured it, isnt it pretty!"
suddenly fire
How does it randomize?
It's layer blending, plugging the textures and normal maps into a thingie that modulates how much and where they show up. It's not random but has multiple layers of the same texture in a single material then the UV's are scaled up and the detail drops off based on camera draw distance so it blends into the BG.
You know UE4 is strong af when nintendo launches a series of flagship games with it!