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TopDown environment.

polycounter lvl 3
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Glenfx polycounter lvl 3
Hi, I have been looking at polycount for some time though I haven't posted before, my name is Glen Fernandez and I'm an illustrator and comic book artist, though my hobby has been about working on 3D assets and personal video games.

I have been creating some assets and scenes for a remake of Shadow of the Comet but I was struggling with Vray to the point of hating it (my models are mostly huge messes too) so I got rid of Vray and though I should work properly on the models and textures and make them as game ready assets since I want to learn how to make environments like those of Diablo3, Wow and Allods, but at the same time I don't want to make clones of them.

So I have been working on a scene I made before and rebuilt it from scratch so it can be used in unity, but while I was working on it I thought about using it for a Top Down game and started having doubts about the whole thing and I don't know if I lost the sense of direction (hence why i'm posting here).

I started painting some ground textures but I think they are starting to look odd compared to the house, even though the house isn't photo real and it feels quite boring and flat. I don't know if I should change something at this point or keep going adding stuff, I have been painting some tree branches, leafs and bushes so that might bring it to life a bit but I'm kind of concerned about the look from the top down view as well as how much detail should I add and how many polygons are too much or if I should add more poligon details.



Here is how it looks from the top down view, there is also a bluish fog or reflection on the model that makes it look worse than it is and I don't know how to fix or change in unity.


Any critiques and advices are welcome :)

Here is the original work I made trying to follow the same feel of the original Shadow of the comet game, rendered in Vray. (characters are from Mixamo Fuse).




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