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[WIP] Large scale medieval castle environment

polycounter lvl 2
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Slassh polycounter lvl 2
Hi guys!
I would like to share with you my work on a large scale medieval environment on unreal and get some feedback if possible from you to help me move forward on this one.

Here are the last two screens I took, they are the most recent.



I also have some old screenshots to have a better idea of what I'm looking to do in terms of scale
https://www.artstation.com/metiviersamuel/blog/VYVb/medieval-castle-and-village-wip

and for the most courageous among you a flythrough of the whole scene available at this link
https://www.youtube.com/watch?v=1oxTGK6TUOg

Thanks for your time and I hope to have some feedback or comment to improving this work, have a good days guys !

Replies

  • PolyHertz
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    PolyHertz quad damage
    Way too much sharpening. A lot of the materials also look very flat (especially the ground and roof tiles), either use a parallax effect for the flatter surfaces or cut and extrude along the material shapes to give them depth.
  • Slassh
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    Slassh polycounter lvl 2
    PolyHertz said:
    Way too much sharpening. A lot of the materials also look very flat (especially the ground and roof tiles), either use a parallax effect for the flatter surfaces or cut and extrude along the material shapes to give them depth.
    Thanks for this feedback PolyHertz, is true there is too much sharpening I will correcting that in my postprocess material, for the ground I going to try to add parralax effect on the shader et seeing if it is not to much expansive in term of ressources.

    I going to work on all arch module to add geo for breaking the flat surfaces thanks man !

    After that I will work on these placeholder grass.


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