Looks pretty cool, definitely a great example of the modular asset usage. I feel like the lighting is letting your assets down so much, looks like there is no atmosphere to the room. Maybe try some fog to give it some depth, and of course a proper lighting pass to mach the sources in the room. I bet some dust mote…
To be honest I doubt you'd see this resolution of mesh in an MMO for this small amount of real-estate. FPS's hardly are this detailed. In this picture here it looks like you're setting up to bake a high poly for a normal map, which would probably be suitable for an MMO. The, in this picture here, it looks as though this is…
I love the shapes, that will be a really nice piece for a portfolio :) My advise would be working on the materials. the colors are very even and I'm missing the contrast ( for example between leather straps and gloves and the rest of the fabric). Furthermore the roughness values are off for the metallic parts. It feels…
I'd consider 2 RAM slots a fairly significant sacrifice. Additionally, the cases for m-itx generally have poor air flow and no room for proper cooling systems. Once those things can get addressed it shouldnt be so bad. Smaller is better this day and age. Would really love for some kind of modular or dual sided config for…
Thank goodness for this thread! I've been working on a set of simple modular walls that are supposed to line up precisely with each other's edges without showing any shading indications that they're not just one continuous piece. The straight sections all worked fine, but as soon as would create a corner piece the shading…
Some more progress from this week! Got through some more wall pieces such as shutters, closed down shops and went back to fix reflection/normal issues in other sections. Added a some more vextex painting to the walls. Nearly finished with the modular environment sections, bar a few roof and wall trims, then I can crack on…
That's a pretty cool concept and idea. :) Your model is looking a bit more compact than the concept though. You should rescale it so that it's longer. Since it's such a big ship you should also consider creating modular pieces which you can reuse all over it. Don't be afraid to add more details here and there than in the…
I'm no environment artist so hopefully you can enlighten me on a few things. How do you plan out a piece like this, regarding modularity and scalability of textures and materials? I mean, how many of the assets have individual textures and how many use tiling textures and/or generic materials? The faucets and other metal…
And here's the rest for now: These pieces are modular in slices, and each slice has its set of repeated props. UVing should be fun. Stay tuned very shortly! Note: At first I wanted all of the cabling to have different sets of unique patterns, so I was pathdeforming high-poly cables along splines... but the polycount was…
Started work on a Manchester Police Station. Im reverting back to the shape it was in in the 1800s. I wanted to create a building in the way it would be made in an assassin's creed game, so all modular pieces made over a few trim sheets. I started blocking out the size of the building and scale in maya and then worked on…