Nice, i like it, both of them. The only thing that buggs me is the mailboxes in the second one. They kinda look as if they are just floating outside the wall even tho you've stayed true to the ref. Perhaps you could add some decoloration and/or smudge near the edges.
Made some fixes. Snow fixed, Lighting Tweaked, added some blue to the shadows, fixed the floating log, fixed the bloom on the bulb, added a little more blue to the light beam, tweaked the glass shader on the lantern. That's what I can remember right now.
Whenever your geo. isn't smoothing properly it's usually one of these things: Unmerged verts floating verts double faces hole in geo. reversed normals on adjacent face(s) hidden face(s) inside geo. (not hollow) Hope that help with future trouble shooting.
With UDK, a major consideration is lightmapping. Being a larger structure, breaking it up into smaller pieces would make it easier to deal with. There are many repeated details, especially the floating windows. A "modular set" might be a big word in this case since it's just copying a few pieces, but yes.
Awesome, thanks for posting the solution. Sounds like an invisible mesh element, almost like floating vertices but with some polygons attached (otherwise it wouldn't be an element). If you still have the problematic file, you should submit it as a bug, so Autodesk can identify and fix.
Here's the Captain :) i havent tweaked the model for asymmetry yet. the second image has a hair model floating over the head, i'm trying to decide between cards and or modeled hair. The eyes aren't staying that dense, it was just for reference when I was modeling it to the concept.
Looks amazing! His right hand wrist/gauntlet piece could be a bit more connected. Right now those 3 ridges are sort of just floating there, while the concept depicts bits in between the gaps to hold it together. Can't wait to see how this progresses. :)
i paint everything in 16bit linear. even if i have to output to 8bit. when you are blending or using light strokes it makes a difference. there is no 32bit linear as far as i know and it is unnecessary. 16/32bit float is used for vector displacement maps normal etc.
Ok, thanks for the infos. My mesh has so far about 80k polys and it will go to around 200k polys. And maybe i try to sell the end product in Turbosquid. A high poly mesh with a lot of floating geo overlapping each other wont be good for that.
diffuse specular First time painting paint, does it look alright? The lights look kinda silly just floating there, and I dunno what to do with the outer area. I should probably go model something from a proper concept and try again :3