Also agreed on the spec. One thing that troubles me is the "Rendered in UDK" bit (also the hotmail email address, but that's not important right now). What's your material setup look like? How about the scene setup?
I ask because it's arguable that this is completely unlit. A really good piece can be severely damaged by poor presentation.
Looks really cool. I think you should do a better light setup and rendering to bring the picture to a new level. Maybe also a small environment around the teleporter?
You should try out a better light setup for presentation. At the moment the light is pretty dull and boring. Besides some drawbacks in your specmap the flat lighting can be a reason why the material and normals don't read so well.
Also as a suggestion for the colormap. All elements on the teleporter use the same color sheme: Green and brown. Maybe its better to take those colors to destinguish between different parts of the asset such that you have parts dominated with brown and other parts dominated by green.
Also the colorsheme is maybe not the best choice. Green and brown is like camouflage. That maybe one of the reasons why the datails are not so readable.
For the start you could try to use one main color for all you elements. Then adjust your spec map and lighting until the details and materials read well.
Then you can pick a nice secondary color which contrasts to your first color to spice things up a little.
Thanks for the great critiques. You guys have given me some fantastic advice. I have started by addressing the lighting and specularity first. I am just getting into UDK so please bear with me.
here is the shader network for the material.
Thank you all for your critiques. I would love to hear your thoughts to help make it better.
There is so much to unreal, here you can find some nice tutorials to guide you through any thing that you might be wondering about. I would suggest you add some more nodes to you material and make the normal parallax... so they show more... and just some nice tutorials on spec in there as well.
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I ask because it's arguable that this is completely unlit. A really good piece can be severely damaged by poor presentation.
Also as a suggestion for the colormap. All elements on the teleporter use the same color sheme: Green and brown. Maybe its better to take those colors to destinguish between different parts of the asset such that you have parts dominated with brown and other parts dominated by green.
Also the colorsheme is maybe not the best choice. Green and brown is like camouflage. That maybe one of the reasons why the datails are not so readable.
For the start you could try to use one main color for all you elements. Then adjust your spec map and lighting until the details and materials read well.
Then you can pick a nice secondary color which contrasts to your first color to spice things up a little.
also put more contrast into your specular map, if you desaturate the spec it is almost all a medium grey.
all and all I like the design though, good work!
here is the shader network for the material.
Thank you all for your critiques. I would love to hear your thoughts to help make it better.
http://book.hourences.com/index.htm
There is so much to unreal, here you can find some nice tutorials to guide you through any thing that you might be wondering about. I would suggest you add some more nodes to you material and make the normal parallax... so they show more... and just some nice tutorials on spec in there as well.