Looks real nice. I love this sort of art style. I'm guessing its not finished. Are you going to expand upon the background a bit? Also, all the black windows don't read as windows to me. Maybe work on those.
One thing I noticed right away though is that your buildings lack a nice trim around where the windows meet the roof. The transition from window frame to flat roof is only a few inches. It looks like you sliced the building in half . I think you should add some space there about as tall as the center beams are wide to give a nice visual transition.
As well, it's very obvious that the buildings are all the same, I think you should do another variation. It could even be as simple as creating another texture with the windows tinted differently.
I'm having a hard time creating windows that look the way I want them to. Messed around a little with variations of the material it currently uses, trying out reflections but got nothing I was happy with.
Couple of believability things. That Titan logo is sitting low on the roof, it wouldn't be visible to anyone on the street. Maybe place it higher and on one of the sides of the building? Also what is the kiosk signage doing up on the roof Who would be walking past and need to learn about SAITO Manufacture?
A roof of a building isn't really part of the flash of the company inside it. It's pure functionality.
i dont know your uv layout and so on but if the glass of the windows are tiled in some sort it is best to mask a cubemap for that area and make the normalmap of the glass region very blurred, black and white difference clouds, which you then can turn into an normalmap and place it in the normal map of the window/glass frame.
for generating/making a good looking cubemap of the scene it is important to have some kind of skybox there too. which has clouds or whatever your sky/horizon is like.
This looks like a good start. You've already captured some of the feel that Mirrors Edge has. What is really going to sell it imo is the lighting that you do. Don't be afraid to push your colors because your yellows are looking really dingy now. I think your buildings may be too close together right now, everything looks cramped like there are no streets or alleys between them. The open space between some of the buildings should add a bit to the environment. As others have said this is a rooftop environment, so some of your signage really looks out of place.
What made Mirrors Edge believable was that everything was very architectural. All of the rooftop fixings made sense. Have a large variety of vents, pipes and chimneys that you can use. Maybe have water towers and window cleaners hoist. Also it would be great to find as much reference of real rooftops as possible. Hope this helps.
I agree with the above critiques, and also think it looks like a great start. Definitely liking that you did one building with more space between the windows. Having lots of square windows next to each other vertically makes little sense unless it's a mirrored facade. The ones you have right now looks like they should have every other row removed and replaced with a non window surface.
If it's a mirrored facade you're going for my opinion would be that the frame should not protrude as much and be made much thinner. A google search for "glass facade" or "mirror facade" show's many different styles.
Looking forward to see you progress.
As a sidenote, which syndicate are we talking about? The soon to be released syndicate or the older syndicates?
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Keep it up anyway. Cool stuff.
One thing I noticed right away though is that your buildings lack a nice trim around where the windows meet the roof. The transition from window frame to flat roof is only a few inches. It looks like you sliced the building in half . I think you should add some space there about as tall as the center beams are wide to give a nice visual transition.
As well, it's very obvious that the buildings are all the same, I think you should do another variation. It could even be as simple as creating another texture with the windows tinted differently.
I'm having a hard time creating windows that look the way I want them to. Messed around a little with variations of the material it currently uses, trying out reflections but got nothing I was happy with.
A roof of a building isn't really part of the flash of the company inside it. It's pure functionality.
for generating/making a good looking cubemap of the scene it is important to have some kind of skybox there too. which has clouds or whatever your sky/horizon is like.
What made Mirrors Edge believable was that everything was very architectural. All of the rooftop fixings made sense. Have a large variety of vents, pipes and chimneys that you can use. Maybe have water towers and window cleaners hoist. Also it would be great to find as much reference of real rooftops as possible. Hope this helps.
If it's a mirrored facade you're going for my opinion would be that the frame should not protrude as much and be made much thinner. A google search for "glass facade" or "mirror facade" show's many different styles.
Looking forward to see you progress.
As a sidenote, which syndicate are we talking about? The soon to be released syndicate or the older syndicates?
I'm not familiar with Syndicate so I'm just going by Mirror's Edge so my advice is to get that lighting more vibrant.