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created Mega man redux UDK level
on 01-10-2011 12:19 PM
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, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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Wow, this is awesome! I agree about games missing out on imagination as well. I will closely be watching the progress of this. Keep up the good work and as of right now I do not have any critiques.
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, triangle,
335 Posts,
Join Date Jan 2010,
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Amazing dude, I really love the Megaman titles and I think this is really shaping up to be something quite awesome! Keep going 
-sharktastic-
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, line,
52 Posts,
Join Date Jan 2011,
Location Kelowna, BC
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this is awesome! I've been thinking of what a next gen mega man would be like. Can't wait to see progress!
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, polygon,
615 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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Heh, you're right. I've honestly forgotten that levels can be imaginative. I need to try more abstract stuff at some point.
Looks really good so far but how will you texture it? Same style or updated in your own way?
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, dedicated polycounter,
1,451 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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Last edited by itsmadman; 01-14-2011 at 03:07 PM..
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, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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the geometry looks to be overkill to me
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, polycounter,
1,275 Posts,
Join Date Dec 2008,
Location Wisconsin, USA
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Quote:
Originally Posted by n88tr
the geometry looks to be overkill to me
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I've got to agree. I don't know if you intend to make Wiley's castle a playable level or just render it as a portfolio or showpiece in UDK, but I'm seeing a lot of wasted and excessive polygons.
The bone tops and the skull look particularly wasteful. You could optimize and cut out a lot of polygons and still retain the same look and shape. You'll get faster renders and it will be a lot easier to lay out your UVs.
Other than that, it's looking great. I love the idea of translating 8-bit environments to current gen specs and look.
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, spline,
104 Posts,
Join Date Jan 2011,
Location Southern U.S.
, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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Last edited by itsmadman; 02-07-2011 at 04:49 PM..
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, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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lol greentooth.
Looking good, enjoying the updates
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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oh u spotted it huh, it will look better when i paint the textures. But i will keep it subtle
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, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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I think you need to work on your specular maps and try and define materials a bit more - at the moment parts of it look like they have been inflated like a bouncy castle!
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, dedicated polycounter,
1,610 Posts,
Join Date Oct 2008,
Location UK
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i kinda like it the way it is, its very cartoony so the "bouncy castle" actually strengthens the style (in my opinion), good work, nice to see something different!
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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I would say that is it looking pretty good man. I would suggest pulling up some of the terrain around the base static mesh and changing out the sky box (everyone can recognize that as the unreal sky).
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, triangle,
316 Posts,
Join Date Oct 2008,
Location Phoenix
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Oh yeah def change out the sky it was just a place holder really. any way its a bit too realistic for this level. but thanks, the style is going to be cartoony what ever i do but i could spend some more time on the post processing and also more effort on some of the spec maps. its not perfect just yet. Glad to see you guy like to see something different. I have been working on an article that i will be posting soon about how games have gotten a bit too realistic and representational. i will tell you guys when i finish it. I will probably also go over the trials and tribulations of taking a sprite and making in to 3D 
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, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
, spline,
208 Posts,
Join Date Jan 2010,
Location Chicago
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