Hello again
@Goospo
Besides small possible improvements ( polishing and design choices) and at least a english texted version of it
I see no flawes except some aspects of the world building in terms of assets and size. Great work cannot describe it enough
! Will look at the video a second time and take notes and write them down for you.
Edit:
Please don't take the critique as too harsh it's mostly about design choices and thoughts. I have no intention to overcritisize your amazing work into oblivion
My thoughts chronologically on the video:
- the inn meshes you used for the outside usa a old version of a shader, ( wait for me finihsing the new inn
or) use the detailmat shader
- more space needed for figthing in the crypt
nitpicking ( about design choices)
- good decision to use the less performance heavy grass model, you could also paint different densities of that model high density for near view and low for farer away
- not completly sure about a mysterious merchant attire of Kalkstein, could be a alittle bit more colourfull, but the hat and glases could fit
- some of the white myrtle bushes are growing vertically without some other plant to suupport the vertical growth, ( problem with the base mesh of white myrtle in Witcher 2
- the attire of the royal huntsman could be a variation of the temerian knight ( has a nice helm remindig me of he royal huntsman look in witcher 1,
Roches guard with slight retexture could be also used for a ligth version of salamandra bandits
- if 13's head will be used it should not show the 13, it's a unique head so it could be used for a more important bandit
- would rather use another hair or at least another hair colour for Abigail, best could be a retexture of a non poor woman attire
- is the priest attire red? I have slight problems with red and brown and green sorry, looking more like w3 priests could be nice. Red is a must for his cloths,
he could use a different head from the guards with a beard ( also texturable to make the beard grey)
- I could provide allready imported meshes for the graves ( human style not elvish) instead of using the wooden coffins
- maybe remove one tree/bush at zoltans ambush to give more space for fighting
- the ship scale is a little bit off, looks small
- Haren could use the kosak attire but I think the current one is fine because you use the skinny pirate, who vears a vest
- Mikul could/ should wear a sword
- nice retexturing and using of the old bridge form witcher 1
- crypt looks nice but could offer more space in the fighting areas, especially next to the coffins. Remove two in the front or integrate the grave stone into the floor like in old churches
new igni place of power circle could also use sound for it's particle effect, besides that it looks great
- transitions between the crypt and the main level is great like in witcher 1 triggered by walking inot it out of it
- Salamandra bandits could use a salamander sign on their armours (nasty retexture work needed for that
)
- soldiers looked pretty similar, did you use different appearances or is it the problem of too less variation of the appearnces
- Not entirely sure about the mage, but a armoured warrior mage can be cool
- good work with the consequences video, could maybe use the cuscene zoom in onto geralt (eye) and then back again
- maybe it could be possible to fake a more fluent transition between the normal ground and the bridge using custom decal textures ( that must created first)
- I think the chaperon hat would fit better for Odo
- one arachas could be enough, where is the dead dog? Nekkers could work too
- is it possible to show Odo in a drunk state isn't he drunk before we talk to him the first time?
- drowners rather should spawn in the water not on land
- would be nicer if they roam around the containers and don't just spawn when the player comes around