So I started work on a new scene focusing on modularity and nDo2, this was to help me stop relying of my hard surface centre pieces so much and speed up.
The scene itself is a garden in a clean futuristic city where the government/corperations hide their bad behaviour behind beauty. That theme will be explored later once everything is ready (if time permits).
So here's my to do list:
-Re UV all assets that need it
-Add wood flooring in places
-Improve surrounding buildings
-Replace placeholder textures
-Normal map the rest of the textures
-Add colour and wear to textures
-Add more plants
-Add particle effects
-Vary lights
-Fix tree trunk lighting error
-Add sky dome
If there is any more I need to do then I'd appreciate the input. Any general criticism of the design of the park itself either in a game or real life setting would also be really helpful too.
Replies
Don't be afraid to add more polys to the meshes, especially the circular walkway. I shouldn't see any segments.
It's a clean set, but even cleanliness has grime and dirt. You should add dirt to the corners and where the structures meet the earth.
Keep pushing man, it's going to be sweet!
I'm thinking some larger plants and leaves between the paths with the occasional abstract sculpture, with a big one in the middle. Similar to this.
Some issues that caught my eye are the grass and the lamps. I suggest you use rotate the grass normals upwards to avoid the nasty shadows caused by the planes. I'd also add some color variation, it looks too flat.
Here's a tutorial on how to do it, and here's what it looks like afterwards.
http://wiki.polycount.com/VertexNormal
About the lamps, I'd look for reference images for futuristic lamps and outdoor garden elements. You can find many sweet things in concept arts. Here's an example.
It's a bit wild right now but I really wanted to have fun with the foliage tools, I can always dial it back.
I'm going to try out walls along those two walkways to seperate them from the little forest bit. Better textures incoming too.
I'd argue that the normals on the sidewalks and central circle are a little stretched and could benefit from a combination of higher resolution and a couple extra polygons, but it's a small note. Ndo2 does that for me too. The rest of this area is a perfect first person environment. I love the height dynamics and overall shapes. It's very open and bright, which is something I love. Well done.
Thaiauxn - Yea, going to have to fix that, it looks even worse in the viewport.