If some of you guys don't reconise this then I failed.......Epicly.
My first effort at a largish/ambitious enviroment peice for 'next gen', had fun as well as a whole bunch of frasturations working on it, but learnt bucket loads which is the main thing.
Feedback welcome.
Regards,
John
Replies
I only have a couple crits.
- The lighting needs a bit of work, since at the moment it is looking a bit boring. Maybe try adding 3 point lighting adding some red, blue fill and back lights in, but very slight.
- The edges of everything are too sharp, put some bevels in the normal map on the edges so it doesn't look so sharp.
stronger shadows will help too
you have distortion on the middle part of the floor, it's way too clean too, add stains and stuff like that.
Things i recommend here are,
Adding a lightmap,if this is really for the nextgen spec.You need to unwrap the second uv channel and bake the lightmap with the occlusion in it.
Add more definition in the diffuse texture,more dirt,leaking and variations.
Model damages to the asset,as it looks neat now with out any silhouette changes.
Get rid of the sharp edges.
plus some of youre trim peices woulb be better off normal mapped even if you still add geom for the sillohette, HP-LP will give some free AA and help with fizziness of parrellel lines
Put your polys where the players will see them. You have so many polys at the top of those 4 collums that could be spent at the bottom. Given the size of the asset, chances are a player would have to be pretty far off to see that angle, and then the detail is for what purpose?
Texturing wise I think its a decent diffuse, all the other maps need some tweaking. I'm not sure exactly what is causing the lack of contrast... either its bad bump/spec maps or possibly just the lighting.
As far as the gates go, spot on!
Regards,
John
I think if anything, push the lighting. It has such cool shapes that you could really create some nice dramatic shadows that could really set this piece apart from others. I see that you have a background picture as well, maybe use that to judge where the lighting is coming from.
MOAR PLZ!