Hey everyone, i'm still fairly new to the whole game art scene so apologies if parts of the scene are awful.
Anyway, I've been working on this pub from some Assassins Creed Liberation concept art... If you could crit the arse off it that'd be fantastic thanks!
Still got a bunch of stuff to do, lightmaps have been a pain, and I need to make my own vegetation and add some props like barrels and whatnot.
Oh and for some reason the tree branches are effected by the DOF volume, really not sure why.
The whole thing is just for learning purposes, really want to up my game here chaps.
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The smaller bricks on the chimney look a little oddly small. Your window shutters look fairly flat. The tile roof and wall brick textures sort of blend into each other and don't seem distinct enough.
Your problem with the tree leaves is probably that they're transparent. If you want to write their depth, so they work with DOF, you'll want them to be punchthrough alpha (alpha test rather than blend). Been a while but I think in UDK that's called masked alpha?
Kurt Russell Fan Club - Thanks for the crit sir. I hear you about the low polyness, I'll add some more detail into the wood and roof shortly. Oh and now you mention it, the materials could do with some more pop, i'll see what I can do.
They're just UDK tree's so i'll put your advice into practice when I come to create my own foliage. Thanks again!