Hourences Posted January 30, 2006 Report Posted January 30, 2006 On window frames, corner stones and stuff I think Vtx light is never perfect but its doable. Youll always keep blurry stuff around. Live with it You tesselated everything enough ? For things like the tree shadows you could always try a projector Quote
Algor Posted January 30, 2006 Report Posted January 30, 2006 first shot, top left. second shot, top left. i would say smoothing groups are mainly the problem here also. you may just have to remove them (smoothing groups) on some of the flat surfaces. Quote
nico Posted January 30, 2006 Report Posted January 30, 2006 looks sweet! the vines are a really neat touch =) Dunno who said it first, but i agree the railings does not fit. Should perhaps make them more detailed and "tighter" with a sortof oriental pattern, or change it fully to something made out of clay with small pillars. The metal railing does not fit the "old" look as it is now, but with more detail it might. Keep it up! Quote
von*ferret Posted January 30, 2006 Report Posted January 30, 2006 I know about vertex lighting, I just dont like the harsh whits, and the dark blacks that unreal pulls out. I too am used to halflife and its nice soft baked shawows. Quote
mike-0 Posted February 13, 2006 Report Posted February 13, 2006 so this ones for all the hatas who said all u can do is blue futuristic Quote
KIIIA Posted February 14, 2006 Author Report Posted February 14, 2006 so this ones for all the hatas who said all u can do is blue futuristic Right Quote
RA7 Posted February 14, 2006 Report Posted February 14, 2006 It took me some time to switch from Q-Engine based editing to the U-Engine but finally i want to show you very very,early WIP shots from my current project. Everything is still very WIP, so wrong texture alignment,missing parts or simply lack of details are to be blamed to that. 100% Custom Content! Looks great Quote
KIIIA Posted February 18, 2006 Author Report Posted February 18, 2006 Small Update// Palms to be replaced,shadows to be fixed and very WIP! - Quote
von*ferret Posted February 18, 2006 Report Posted February 18, 2006 grass doesn't match and I see problems with geometry on the far wall in the 2nd shot. other than that looking neat. Quote
Algor Posted February 18, 2006 Report Posted February 18, 2006 interesting designs and depth on the buildings... looking pretty cool. i don't want to join the "pick out every little problem even though it's a WIP" crowd.. but uh.. maybe some protruding trim along the first and second storiy on that left building would create even more depth, as well as hide the seam (which may or may not go away, you never know with unreal) Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.