Hey Tanner, I thank you for the feedback. The color background came from the backdrop in Maya. Haha I'm trying to figure out how to pull it out. As far as the set up, it was directed from our professors to be that way. I too thought about the wood, especially the floors being too dark but it was advised to make it so.…
One thing that immediatly hit me when looking at your first scene is a certain inconsistency in material usage. While the outer walls of the cathedral are made from big rough stones the style of the door-arc is much more refined, intact. I don't know how to express this: Your outer walls scream: medieval gothic cathedral…
This prop is looking cool Royalshark! I feel like there are some things that can be done to improve the texture and overall readability though. If you desaturated your renders, it looks like all of your values are very similar across the board. It would help the readability and focus if you separate your values based off…
I have internet again! Life is whole once more! Anyways, I've worked the scene as much as humanly possible while also trying to settle in to this new place. Still settling in. :poly127: I worked a large portion on refining the shaders. Everything in there I made, except the dirt, that's UDK's, I'm working on it right now.…
Dippn - Thanks for the comment. Luckily I have been good and can put down MW2 for extended periods of time to get stuff done. Soft Hands - All the style goes to Keith Thompson since he created the concept. roosterMAP - I'm going for an ivory look in the handle, playing with textures right now to see what I can do to add…
Who, me? Well the first question is, why? Do you really care? I am not talking about a fresnel in the sense of rim lighting or what you would normally do with it, but using Schlick's approximation for better specular highlighting on stone. http://filmicgames.com/archives/557 is what I was trying to get at with UDK custom…
Try to smooth the edges of right angles and add polygons/accents to those. Good examples are close-ups in architectural renderings (raytraced, non-realtime) where if you notice, most of the hard angles are smooth. Why? They add geometry more to those areas than to flat walls. For an interactive real time example, there is…
Real good start! I think you should go back on the zbrush stones. Try to get a bit more edged and hard forms in the stones. Fells like you have a lot of rounded corners atm. And just sculpt the over all shapes, then combine it with you "diffuse overlay"-normalmap in CB. Also, render a AO in xNormal. You said you got…
Be careful with the blending... you may see strange transitions in the blended areas. You have a regular pattern of stones with distinct gaps between them. Each texture set should probably use the same number of rows as the first set. If you had flat concrete-like textures instead, the blending would be easier because you…
I agree stairs dont get that worn down, well not that ive seen anyways. Depending on the type of stone thats used you get diffrent types of wear. By looking at the way that these stairs have worn away you can see what causes them to look worn. The oldest ones are really soft looking because of rain washing away the stone…