Started updating the wall textures to be more decayed and gross

Published November 10, 2022
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Early test for the new wall textures

Any feedback is welcomed

I've only just begun this process so if there's anything you'd like to add feel free to let me know!

0 likes 2 comments

Comments

JoeJ

The dirt feels too much like ‘just dots’ to me. I'd make it more subtle (not totally black), draining downwards coming from the roof and corners, and ideally using some fracture patterns.
There are procedural dirt generation tools like this: http://www.enrichpro.com/en/richdirt/index.html
Maybe that's some useful inspiration about where dirt usually appears (basically the same spots where you would get dark AO). Maybe there are even similar tools for UE.

But if you ask for feedback on visuals, my biggest concern is the rigging of arm pits for the main character. This is what i mean:

Real world arm pits:

Game arm pits:

The skinning bulges the shoulder plates inwards, creating a kind of hole and a narrow and thin back. Looks especially bad for male characters. I often notice this in games.
You should be able to improve this by reducing the weights of the arm affecting the back.

Btw, i often wonder why people make horror games in 3rd person. 1st person would be just more immersive.
The player becomes afraid of taking harm ‘himself’, which is something else than seeing some poor avatar suffering.
I think that's the main reason why games like Resident Evil did not scare me at all, while Penumbra then was really terrifying.
So did you consider 1st person? And what made you settle at 3rd person still?

November 10, 2022 05:40 PM
DevDylan98

@JoeJ You're right about the dirt, I'll fix that and add some fracture patterns which are also a good call!

I see what you're saying about the arms, I think this image exaggerates it a bit more than when playing the game but I'll take a closer look and see if there's anything I can do, I'm newer to rigging / character creation and I'm using ALSv4 to do much of the heavy lifting which is quite the beast to learn so I'll add that to my projects enhancements board and see if I can get the weights better in the near future.

I actually had first person before but after doing an entire character and animation re-design it was causing a lot of issues (clipping the player was a major one, along with being attached to the head socket was causing the camera to move too much to be playable) so I've removed it for the time being but it would be nice to add it back.

Thanks for the feedback though! I'll get on making the textures better and add improving the character to the list of enhancements. And if I find the time I'll also work on re-implementing first person ?

November 10, 2022 06:31 PM
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