so i have been working on this little project for my blitz open day submission
mostly i have been having trouble with the normal maps even though i really cranked it up in photoshop it still looks really flat so id really like some criticism and no need to be nice
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If you want to continue down the jungle option i have two suggestions one is to have foliage all over the place, these buildings have been lost and nature has taken over, a nice glow coming out that well would be nice as a focal point something mysterious is down their think about the Tv series lost. the second is by just typeing in jungle village into google will bring u image of lil huts, ponds and fireplaces.
You got a good start and keep on going! As for the normals some textures to see it would be nice have they got a spec map? Could be quite a few things. Hope this doesnt come across as a rant or a kick in the teeth, but its for an open day and you need this to be the best it can possibly be.
so thank you for the advice I'll defenetly use it and here are the diffuse, normal and specular map for the bricks since they are the most prominent
specular
normal
diffuse
Your normals seem a bit noisy for me but i can't tell from your ingame shot without it being closer, could use some surface blur on them to even it out but from the screenshot shown they seem okay ingame so far.
A different texture on the floor of your buildings and more plants / general focus of your scene would help allot i think!
I did notice you have some vertex shading on the floor there that's a really nice touch and i'm glad to see you using that really well This is a scene you could do allot more with and i look forward to seeing it grow!
Good job
P.S got a bit carried away with the blood sorry :P
Those are some cool ideas, it would be cool to see a few of them put in.
n go go go Mosh!
i also notice you have no transitions, the dirt just ends at the walls, maybe some rubble or edging there. the bamboo is lifeless, looks like a cylinder with a texture an some leaves slapped on. they could be more tightly packed in cluesters, perhaps thinner, an some with slight bends
in face almost everything in the scene looks like a complete primative object with a texture. the walls are flat. the well is boxy, the brick rubble are perfect blocky shaped bricks. you really need to get in there and start masaging your shapes into something with life.
the texture itself could use a lot of work also, check out some refs, and get in there with your painting. now its way noisy and fuzzy.
dont take my crits too harshly you are working your way thru the stages that everyone goes thru when learning how to do this. its only natural,
And onto the scene itself! I did a wee paintover and explained most changes in the second pic so I wont do much talking here! I think what you have is a nice base and could easily be improved! I think not using reference or concepting things out at the start really bit you in the arse this time! But i do think you could easily improve it before the hand in!
Hope this helps and good luck!
and some explanation!
The thing that comes across loudest to me for future reference when looking at your jpg is that you need to sit down and actually 'design' your scene using thumbnail sketches which are gradually worked up to a layout that you are happy with. You will also need to have plenty of reference material for authenticity and produce some mood boards and reference boards to inspire and guide you.
Unfortunately,the lighting in your original jpg looks like a blanket of orange fog and evens out all the tones beneath. You should be aiming more for areas of contrast in your scene which add drama, with the main elements in focus and placed carefully in the composition. The lighting needs to be more local around the lamps with some mysterious shadowy areas to add interest. You could do with some bright orange highlights hitting surrounding objects from the fire.
Razor_b's paint over resolves this and his suggestion of adding torn red cloth to lead the eye around the composition and emphasizing the gateways is particularly effective.
I think you need to look at some imagery of the type of building you want to feature in your scene and add some particular architectural features to stop the building from looking bland.
It may help to break up one of the walls so that the eye can linger beyond the foreground to add a sense of a wider environment.
Just a thought- but maybe a flight of stone steps above the armory sign that leads to an adjacent doorway but has open jungle and sky beyond.
I've done an additional paint over on top of Razor_b's to quickly suggest what I mean.