This looks fantastic! =) I do agree with the others though, at the moment it reads a bit more like a barn than a cabin. The details are really strong, especially the vegetation growing up the planks and the aged, damaged roof. Those elements work beautifully and add a lot of character.
Got a super rough layout here, cones are meant to represent general debris in the area, planning to rip parts of the roof off as well, allowing a nice look at the night outside. I've collected more reference art to use, such as that for Tzompantli, a skull wall which will be pasted in various parts of the environment.
Week Seven Day 1- I’m still working on the middle roof of the gate. Day 2- I finished the middle roof of the gate and one sample of DouGong. Day 3- Today, I was experimenting with the approaches from some inspiring tutorials on making pagoda roofs. I learned a lot of new tools in Maya, especially the MESH tool. However,…
So it's done! Here's what I wrote in my submission and my pictures. I started every texture by sculpting it and baking Normal and AO map with xNormal and after that went to Substance designer where i did most of the work and for some props like the throne and sword I went to Substance Painter and did the last details.…
There is a minimum thickness to a lot of wow assets. One thing to keep in mind is where this game is coming from. It WAS a RTS game with a camera that didn't get in close so buildings where chunky and over the top so they could be recognizable and hold up at a distance. That style carried over to WoW. Most noticeably…
The vast majority of the large stuff is already modeled as you can see in the gif however textures need to be done and some items will need to be modeled. This file will need to be compatible with unity3D and if lighting can be ported that will be a large bonus. Contact: moliminoussales@gmail.com please have a portfolio…
So I am going to share my inspirations/styles a bit more now. The main style reference is this wonderful image by Toni Bratincevic: I am not going to go full steam punk style, but I like the level of grime and the fact that every shape and material has interest- rather than just doing really clean shapes and styles. I…
Hi everyone, I'm currently working on a puzzle game project in Unreal Engine 5, but I’ve hit a wall regarding the overall look of my environments. I have three main areas I'm working on: * The Lobby * Egg Puzzle Room * Water Puzzle Room * 4. Puzzle Technically the gameplay works, but visually the scenes feel "flat" and…
Looking pretty good. First thing that stands out to me is that trim on the roof and the fireplace. Its all made out of stone or marble right? I think it needs a bit more material definition to sell it. How's Marmoset 2 for making full scenes like this? Didn't even know people were using it for that sort of thing.