Howdy!
I need some input from everyone-
I made a few modular pieces in a medieval style to create an environment.
I realized that they need another pass to really make them pop.
So I started doing some paintovers to clarify improvements, but am not sure which one works best.
The segments were modeled in 3DS Max with textures produced in Photoshop. I made high poly sculpts in Mudbox and used Xnormal to render AO, Cavity, and Normal maps.
let me know what you think. Thanks!
Replies
as for the windows i like number 1 because it adds shapes that break up the window. looks more natural as well as the change in depth with the blocks at the base.
I'd furthermore probably tile the floor a bit more, alternatively scaling up the height on the pillars since it looks a bit weirdly proportionally with the pillars being so thick.
I like #1 the most.
Frozan-Yeah- I am spending today figuring out the lighting- there is something really weird there.
KarlWrang- the floor is definitely getting a makeover. I am considering adjusting the column proportions- also redoing the tops.
I personally prefer window #2, but wanted to get some other opinions. Back to work!
keep it up im looking forward to seeing this finished
Working on the low poly:
could something like that be going on here?
Macattackk- yeah, there will be glass in the windows. eventually.
Worked on the sculpt last night and today- still needs some polish.
So i survived those damn tornadoes that hit Dallas yesterday and got some updates-
very rough textures (still need some polish) rendered in UDK
Also fixed the lighting on the environment- it has drastically changed the mood of the piece. Darker and almost sinister- originally I was thinking about adding seating and an altar/ lectern but I may be rethinking that.
Also added quick bench models to help define the scale.