The 'top' roof part should be skewed slightly lower, if you look at the picture, since the smoke will get trapped under the roof during the drag. The tip of the roof is barely above the tip of the chimney hole. And the 'chimney' should be slightly higher to aid the design. The front lion head part, with the large cistern…
thanks everyone for all the kind words and critiques! Thanks! I agree the roof moss looks a bit blobby. I had some difficulty using vertex alpha blending on the roof, due to how low poly that part of the model is. finding a good trade off between breaking up the materials on the roof and saving triangles is tricky. you can…
Its so F-ing dark.... :) anyways composition looking better but I agree with PixelMaster on everything looking short and stumpy. Looks like building is made for smaller folk. It looks like you vaulted part of the roof near the fridge but it still reads as being a really short roof. I don't know man. Maybe just lift up the…
[UPDATE] 10-05-09 Overall Shot Rendered in UT3 Hey Polycounters, I am working on a Military Cryochamber Facility Room set in the distant future. For this scene I plan to do a lot of Sub D modeling and getting the entire scene into UT3 for a real time preview. I will have this entire scene finished by the time GDC hits,…
We're 3D students and we decided to take part in this contest. Our idea is based on a cyberpunk universe and the "throne room" of the mega-corporation's head. The main idea behind this was to have something that deals with the opposition. Opposition between the clean aspect of a dominating mega corporation and the harsh…
Hello all! Some of you may have noticed that we’re advertising for a Lead Artist, and we wanted to spread the word through the Polycount community. Last year we released Everybody's Gone to the Rapture on PS4 and now we're looking towards our next game. We’re a small, fast, passionate team, kind of like a family business…
I like where this is going. Do you have a reference? What stands out to me is that all the textures except the plaster seem too light. Try making your midtones and shadows darker. The highlights on your edges should really stand off. As to the individual textures: Roof Tiles - The darker areas under the slates - possibly…
WELL. I've gotten sidelined on the whole lightning speed part of this project, because I've been finding myself really enjoying exploring lots of UDK features. The material editor especially has been the focus of my attention over the last few days. In no small part to Virtuosic's fantastic tutorial on making a master…
good work. if you want it to be more dark and looming I'd do more stuff to the roof. make beams come down a little bit more. maybe have cables and pipes going around. makes it feel less tidy while still keeping the floor clear for movement. you should also change your point of view to something lower so people feel smaller…
The house is missing the front... roof thing. I can't remember what it is in english. What I mean is, the house isn't complete. The front just seems empty. The roof could be a little higher poly, you could model the roof tiles and keep the handpainted look, it would just break up the flatness. The surroundings seem empty…