Personally I would go over the trees again, they're the weakest element of the scene. Very straight and cylindrical, I know some trees are that way but I reckon it would look nicer if the tree's normalmap was generated from a high-poly sculpt rather than a slap-on texture. The alpha'd branches also appear like an ugly…
For the first environment, I would say get some bigger sculpted details to help your normals pop more. This will also help break up the lighting on the surfaces and help to contrast against the high frequency detail. For the manor area, I like the detail you have on the ground. The decals, leaves, and brick textures mesh…
Hello everyone, I am in the process of creating a stylized environment piece, inspired by some Lord of The Rings ruins. I want to create a ruin that is abandonned in the middle of a dense forest. At the same time, I want to improve my vegetation skills. The centerpiece was sculpted in Zbrush. First pass on centerpiece:…
Hi Teessider! Your floor tiles: There's a lot of medium sized frequency shapes on them, giving them a pretty flat and dull look. While this can work out fine, consider that the Weasleys have a very assymetrical house full of uncanny curvature and architectural irregularities (get some of that into your walls too!) Maybe…
Is there still a perpetual? I've had three or four emails from them by now, all mentioning subscription, special offers I should definitely not miss out on and something called Maxon One. Being pi**ed off as I am about the change I did not check any further. But going by their emails theres only one way forward. Perpetual…
All of the above these guys said are true. You need to learn how to make good assets before jumping to a scene, but you can always try. From what I see the scene tou chose is rather easy to block out so you can propably do that. But in order for it to look good, you need to have good materials. Substance designer is the…
The building facade that I am currently working on: A tree that I sculpted and baked. I also went out and took a picture of a tree with my new camera (Sony a65) and turned it into a tiling texture and then created a normal map from it with the nvidia filter. In UDK I tiled the texture 8x over the tree and averaged the Red…
I've got started on the blockout, and started piecing together how i'd like the diorama to go formed. Not everything has been blocked in just yet. I don't expect too much feedback, as not much can really be given. I still have the headstones to block in, and to complete the dead trees (which i've started on.) The walls,…
It's personal preference, really. Mudbox has been kicking ass recently. Mudbox's texturing tools are vastly superior to Zbrush's by far, and it is very, very easy to learn. Just install and go sculpt. (in 2012, sculpting is seriously really good) People keep saying that Mudbox has fewer brushes than Zbrush. While this is…
Your two environments are really top notch. Really like them both quite a lot. For your cellar envio though I feel it still needs a little bit more of a splash of color. I know you added the green there but it seems to blend with all the other cool colors too much. Even the lights are a pretty cool warm color. Its a wine…