Oh that's neat! What that be used with?
Oh that's neat! What that be used with?
Very good quality indeed! Do you have a single texture set for these?
Nice and clean. My only concern would be the repetitive background of the grid buttons and the lack of any background for the whole space
Getting some serious SWTOR vibes looking at this! Very nice job.
Who wouldn't love modular pieces!?
MMMhh, I like the look of this!
yeah, sounds like hair mesh normals need to adjusted to mimic a volume. If you google that you will instructions how to do that.
It's nice to see this kind of progress documentation. Are you using the unreal's hair shader? I know it can get expensive, but if set up properly works really. I would only recommend (based on the last two pictures) to check whether your hair cards have custom vertex normals? Right now it looks like they have default "plane" normals. If you need help with that PM me.
Do you still need to create custom shadow meshes?
Does it address the infamous z-buffer issue, where polygons on top another would start to clip and flicker if zoomed out?
Sounds ambitious, but I wish good luck with your production.
I wonder where did you get these Dale and Lake town models...
I would say you are increasing polycount. It's quite the opposite since you are partially replacing pixels with vertices. You have to make sacrifices at some areas.
Oh I love these. They look even better than in our mod.
I really like your texture work guys; the very subtle and smooth (I assume painted) AO brings these models to a new level.
Happy to see my assets being put to good use!
Interesting take on the design. I'm always looking forward to see what people can come up with for the various Gondorian fiefdoms. I like that you're keeping both the light and armoured version. Also the padded leather cuirass fits the visuals imo. The classic Gondorian gear on top is a nice touch I agree with, but maybe leather pauldrons could maybe fit a bit better. Or maybe just put them on only one side, so they don't restrict the left arm's movement. However, my biggest issue is with the helmet. It's a bit too simplistic, looks more primitive and something I would associate with the Rohanesque culture. One of our concept artist back at RoM did a great job of exploring Pelargir helmet designs: Artstation.com
I've been watching your mod for a long time and I'm great fan off your work and I would love to see it getting even better!
Maaaan, are you just chucking the same asteroid texture on all of the vong ships?
Something feels odd about the normals texture? Looks like the green channel needs flippin
Looking very nice and clean - from a texture POV. Happy this style compared to the previous versions that end up being overly noisy.
I'm writing an article about it - gonna post it soon.
What if - hear me out - you wouldn't need to use the planet shader, but instead split it into multiple meshes with different layers.
- The bottom would be solid with meshbump (where the texture itself would include the lit and shadow terrain),
- then an additive layer with layers/effects (could be small 512^2 texture and the actual mesh wouldnt need to be the entire sphere surface)
- and then on top you would have an alphascroll with tileable clouds.
Most of the planets are "fixed" anyway (especially if you decide to use this close-up method) and the rotating aspect of it, despite being realistic, makes little sense.
As for the resolution, the bottom layer and lights dont need to be too high res. It's the clouds that are moving and thus attracting most of the attention.
This way you could make much more interesting planets and gas giants with clouds forming a hurricane or whatever you would like.
It has nothing to do with alamo viewer, it's a shader/engine limitation.
You can tell when I mod is done with passion. Splendid job on this guys!
I think it's mostly the combination of blurred and noisy areas. The fur strands are trying to sharpen the overall look, but the translucent shader is doing the opposite. Especially on the mesh's edge.
Another game that came to my mind is Galaxy of Heroes.
EDIT: Plus the size of the size of fur itself is off. looks too large.
I'm afraid that with the current state of DirectX9 shaders in alamo you won't be able to achieve the effect you desire. Especially if you consider your artstyle. You hand paint it all, so I would stick to a more simple approach. I would look at other stylised games that feature furred animals. Blizzard's HotS, Dota2, some older games. I'm sure you'll find something.
Enpremi
Adam joined
Character Artist student - Profile: artstation.com/enpremi