If there's one thing game artists love, it's a medieval street scene.. I might do a modular sci-fi corridor next Anyway, this is just at the blocking out stage right now. Want to fill it with lots of juicy details by the end. If anyone has any crit feel free to chime in!
The quality of the roof doesn't match the effort put into the stones/wood. It tiles way too much, the edge treatment isn't very convincing either; I'd reconsider the entire roof. The foundation pieces seem lower texel density than the rest of the model. (Hard to tell from the shots though.) I'd also add a gradient to the yellow interior windows.
I think there is too much contrast in the textures. It seems like it may be that your AO is too harsh, but it could be the normals as well. The areas between each stone piece and the texture of the stone surfaces have too much shadow and noise, and same with the wood. I also agree with pixelpatron about the roof. Good start though, I really like how your lighting on the night scene is looking. Should be a fun project
pixelpatron: Thanks you're dead on, I'll redo the roof and see if I can add detail to the wood texture. Adding a gradient to the windows really helped them pop, thanks.
octokitty: Thanks, I toned down the AO on the textures (didn't realise Ue4 would add so much). I think that helped with the noisiness too.
It's a good start. I'm feeling the nighttime scene more though - the colour scheme and lighting is drawing my eye to the warmth of the house. I think the latest update is looking slightly washed out and flat, nothing really pops out to me.
ElectricEchoes Thanks I'll stick with the night scene then, and perhaps play with a sunset version later.
3dReaper Great idea about the moon! I did a mockup in PS and am going to try a skybox tutorial tomorrow. I'll be sure to change up the houses too; the windows and chimneys are all modular so it should be fairly simple to do, thanks.
I'd like to see you frame the composition with some foreground objects, maybe add some trees to the foreground to lock in the sense of scale.
Did a quick paint over, i hope you don't mind.
Fwap Thanks for the paint-over! I see what you mean about fixing the sense of scale. I'm going to move everything around to get a more interesting shot so I'll definitely factor in foreground elements in the next composition.
BARDLER Thanks for the links, you're right I need to use more reference and mix things up a bit. Got a big folder of ref now so I'll begin working that out.
Could anyone recommend a way to get this kind of tile texture without hand-placing 200+ tiles? I'm trying to get a decent roof texture going but it's proving very laborious.
Replies
octokitty: Thanks, I toned down the AO on the textures (didn't realise Ue4 would add so much). I think that helped with the noisiness too.
Cheers for the advice guys!
Be sure to change some of the houses they look like a set of model homes in a new subdivision (variety).
The scene look great though, do not misunderstand.
3dReaper Great idea about the moon! I did a mockup in PS and am going to try a skybox tutorial tomorrow. I'll be sure to change up the houses too; the windows and chimneys are all modular so it should be fairly simple to do, thanks.
Did a quick paint over, i hope you don't mind.
http://digital-art-gallery.com/oid/111/1100x793_19201_Town_2d_medieval_architecture_picture_image_digital_art.jpg
http://img09.deviantart.net/e927/i/2012/032/a/4/medieval_town_4_by_hetman80-d4obmhl.jpg
http://pre10.deviantart.net/0256/th/pre/f/2012/047/c/b/medieval_town___king__s_crossing_by_beere-d4pw7eh.jpg
http://uk3.hotpotatoes.net/ex/79109/assets/town.jpg
http://img15.deviantart.net/c4fe/i/2012/322/a/4/medieval_town_by_gaciu000-d5ld4x9.jpg
Fwap Thanks for the paint-over! I see what you mean about fixing the sense of scale. I'm going to move everything around to get a more interesting shot so I'll definitely factor in foreground elements in the next composition.
BARDLER Thanks for the links, you're right I need to use more reference and mix things up a bit. Got a big folder of ref now so I'll begin working that out.
Could anyone recommend a way to get this kind of tile texture without hand-placing 200+ tiles? I'm trying to get a decent roof texture going but it's proving very laborious.