So this is my first project on polycount and I'm hoping it will go well. My environment is a tile based modular dungeon based off games like the original Elderscrolls. Well here are the screenshots, be aware that it looks crappy because I just imported it into UDK and haven't touched lighting and basic plugin material. Also not so sure about the design of the ceiling design, still have SO much to do and I plan to use alot of vertex paint.
Replies
My initial concern is that this is extremely basic. Check out Legend of Grimrock and Amnesia for reference. Even those small budget, small team projects have vastly more detail. Model in bricks, major shapes, etc.
You may run in to a lighting issue with UDK if your pieces have no backface. Essentially, lighting passes through open meshes. This won't be a problem if you build a tight interior and light it from the inside. However, using that default skylight it can pass through and cause a lot of problems
And you should at least remove the seams in you texture
Secondly like cholden said, it is very basic... Also take a look at the witcher 2 for reference. Not only for texture, but also for all the props, differences, etc. Take a look at this screenshot and try to analyze how much the scene difference in 6 meters.
Hope this helps a bit
Edit: So I fixed the issue's and its looking better but my materials are still crap.
Definatly heading in the right direction though
Also to reply to yours witcher 2's wall is seperate from roof, you can see a little seam right on the left hand of the screen.
Hope this helps. You've got a great start. Looking forward to progress!
Cheers~
Also, avoid white bg in your textures, or any other color that isnt an average or a padding of the actual uv islands. This will create Mip bleeding sooner or later.
The top of your barrel appears black, in that picture. Could be a normal map or lighting issue
Not much to crit on the rest in your latest picture because there's really not much going apart from just a test wall.
This is what I mean:
I did this quickly so the textures dont really make sense, just an example really. I have the logo on the side of the barrel, and the splatters at the bottom are all different. If this was a tilable texture then you wouldnt be able to do this without using layered textures or decals.
Obviously it's more efficient to do a tile texture but if you dont have a texture limit then whatever works I guess. Hope that helps :P
The thing I'm wondering is how would I stack it. First of all the wood cant get any wider because the uv Island is at the left right border. Also if I put the cirlular top in, it would get the metal in it. Any way to reccomend to do it.