I have to say that rocks are not easy to get looking right, especially ones of a modular nature. The difficulty is that the only real way to get what you want is trial, error and experimentation - as I'm sure you know by now :D It's really impressive to see how quickly you've developed your skills this far, and it won't be…
I actually like the white lighting. If you keep the white light, I'd try to incorporate some more color into the scene with props or decals. I like the first shot because of the blue windows, so maybe some colored decals displaying the floor numbers or something like that. I'd also like to see some prop/texture sheets too.…
Interiors in games are almost always made as separate scenes from the exteriors. This is so you can easily remove unseen detail. Similar thing with each room. The entire interior of a ship (or game level) is one scene. But each room is a separate set of meshes. And you use Occluders in Unity to hide what is not immediately…
Depends on your texturing method. You could tile a texture along the length, or you could break it in half to go all unique. Usually organic models are best as unique uv (all inside if 0-1 space) while mechanical models are usually best with tiling layout (trim sheets, see modular page on the wiki). Look for Millenia's…
Nice work so far, sci-fi is always a interest of mine. I want to build a sci-fi environment sometime perhaps after my current project. I havent played Mass Effect but it also reminds me of something out of Dead Space. You should have some big piece of machinery in the center as the focal point in this room. Are your panels…
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…