I love the Textures! Awesome material definition. You have improved a ton since you did that sniper rifle a year ago. If you look at alot of the GoW models you'll will notice all the architecture have gears modeled into them. The only one i see is from the chandelier base. Needs a beam of light coming through lol. There is a lot of empty space in the foreground. scatter some leaves and debris around. A stone pillar wouldn't break into just two pieces. Any loading device requires rebar on the inside (building code). Maybe have a broken pillar in the foreground. Add more of those nice looking vines. The wallpaper could be more torn up. Sorry If that feels too critical. This will be a great addition to your portfolio.
thanks guys!, thankyou for the critique reedweinstock I wont be able to make too many changes soon but i will try implement it after the hand in date just for my portfolio along with moving it over to unreal engine 4
Sweet damn!
The only think i can think of right now, is those pillars dont look stoney enough to me. They sure do look awfully Clean. Dont ask me how'd I'd fix that. Cause right now I don tknow.
but i will try implement it after the hand in date just for my portfolio along with moving it over to unreal engine 4
Look forward to it! I'm interested to see what the materials look like with proper reflections and better lighting.
One thing to try when you move it over is a clearer lighting direction. You have bright openings in the environment for light but the lighting of the scene doesn't seem to match it. Your lighting is very ambient. I'd pick a key area that light is spilling through, maybe make a more prominent hole in a wall or ceiling and use that as a primary light source.
JordanW, I cant wait to move it over, UE4 is such a blast to work with
And thankyou for the feedback, I had plans for part of the ceiling and walls to be collapsed with more ivy, foliage and light coming through as a focal point in the scene but unfortunately time was rather short. hopefully I will have a few weeks spare soon to push it a little further .
that looks pretty damn awesome....on the arch sculpt how did you do split underneath part where the bricks are...did you you a square mask and push it back..?
Although you probably don't need to worry about optimization, the topology of the planks could be way better. It looks like you've used pro-optimizer modifier for this, which works, but still leaves a lot of unnecessary triangles. (I did exactly the same on planks in the past :P ) That's just a minor though.
Don Moahskarton, Im not sure how many hours however this was a 10 week project for my university course. There were also 2 other modules I had to do, so I would take a guess and say this is doable within 6 weeks full time.
The most time consuming part was the sculpting process however that also bought back loads of time when it came to texturing as most of the detail was already there.
Replies
You using a DX9 or 11 for this?
Reed
The only think i can think of right now, is those pillars dont look stoney enough to me. They sure do look awfully Clean. Dont ask me how'd I'd fix that. Cause right now I don tknow.
Look forward to it! I'm interested to see what the materials look like with proper reflections and better lighting.
One thing to try when you move it over is a clearer lighting direction. You have bright openings in the environment for light but the lighting of the scene doesn't seem to match it. Your lighting is very ambient. I'd pick a key area that light is spilling through, maybe make a more prominent hole in a wall or ceiling and use that as a primary light source.
I can imagine this being a room in the Fenix estate.
JordanW, I cant wait to move it over, UE4 is such a blast to work with
And thankyou for the feedback, I had plans for part of the ceiling and walls to be collapsed with more ivy, foliage and light coming through as a focal point in the scene but unfortunately time was rather short. hopefully I will have a few weeks spare soon to push it a little further .
heres a few more assets:
(god rays are just placeholder assets, they are from epics effects cave sample scene)
crits always welcome
Although you probably don't need to worry about optimization, the topology of the planks could be way better. It looks like you've used pro-optimizer modifier for this, which works, but still leaves a lot of unnecessary triangles. (I did exactly the same on planks in the past :P ) That's just a minor though.
BertR, yea I could have defiantly done a better job on that, time was super short so i took the easiest route
MaccyF, they are far from perfect its probably the textures hiding the errors, also the non textured shots are mostly high polys.
Thanks for all the feedback, I'm calling this one done hope you like it!
Loved your ambient light.
I was wondering, how many hours of work were needed to achieve this ?
(including props sculpting, texturing, lighting, etc.)
Don Moahskarton, Im not sure how many hours however this was a 10 week project for my university course. There were also 2 other modules I had to do, so I would take a guess and say this is doable within 6 weeks full time.
The most time consuming part was the sculpting process however that also bought back loads of time when it came to texturing as most of the detail was already there.
thanks again