Thanks Kat, though the bleached lighting is kindof unintentional. My friend who works on the 227 patch (the latest update for the first Unreal) is in the middle of getting full per fragment, per pixel hardware lighting working with his latest renderer (being developed alongside the patch) which will also feature better gamma handling, shader support and overbright among other things.
Currently Unreal still mostly renders everything from the CPU rather than the GPU (well, the GPU simply does some 'polishing up' to the final result), which was really the only thing in the way from implementing shader support, overbright, hardware lighting or better gamma handling before.
Otherwise, I've been working on alot of assets since I last posted, mostly originating from high poly models (which normal maps and other such maps will inherit their details from for the lowpoly/ingame models).
Here are some of those assets, overall they're still WIPs :
(Keycard reader for the door shown above)
(WIP domestic android)
(Back of the android's head)
I'll cap the WIP images at that for now, there are probably more but I'm not sure it's alright for me to post too many! D:
Thanks for your help with things though Kat, since I've often found alot of your tutorials/guidance helpful.