Thanks man, I think its looking better, the dirt details on the mud bridge also look really nice to me. In the image I pointed out the entrance, I dont really understand whats laying there, if I were to guess those are debris? Its a bit hard to tell to be honest. Also would make the collusion dust dirt (I assume its that)…
Rob Macko: thanks Rob :) polycrunch: thanks! Makkon, maxivz, killnpc: Thanks guys. Anyone has access to these right now in the UT editor from our github account. I believe the assets will be released to the main public editor within the next few weeks. Ill set em up in engine and take some screens later today ;) WarrenM:…
I'm finding the difference in texture contrast a bit clashy. On one hand, you have a very light pastel feel to the roofing/clock/stone. On the other, you have much more dark crisp contrast on the wood/windows. I'm liking both styles, but I think they aren't working together at all. As well, I think the details on the stone…
Looks great man! Did you have a specific color palette for your textures? Colors look great, and they all match very well. That mountain in the background reads really well. Almost looks like its 2d! Since you made such a large area, you have a lot of empty patches of grass and dirt/paths. seems like most of the shots you…
These bricks look really nice. I like the subtle edge highlights and the chipped edges. The cracks look a little strange, specifically how small fragments don't look like they've fractured. This would make sense if this was the floor, but gravity should be affecting the small pieces such that they are resting on top of the…
So I had these two done at the moment. This was more a putting-pen-to-tablet work than really doing any brain storming. Part of the designs are inspired by the Songbird statue (sitting on my desk), a Dishonored lightning tower (since the art dump), a mysterious obelisk sticking out of grass, the usual fantasy floating orbs…
The textures look like stone. Your wood has too many small details and not enough large details so it looks too noisy now. The spec on the wood look extremely sharp. You can see from the reference image that it is mostly nice large details with a very broad spec. Same for your metal, it's very noisy, like stone; you can…
Hey Shyralon, good start so far. I like the look of the mushrooms, they have a nice contrast with the room, maybe they could glow a bit more though since they make a nice focal point. It might be worth making a simple dirt texture and geometry to sit underneath the mushrooms as it appears they are growing out from the…
Sorry for the lack of video. I ended up educating myself on how to record and share videos on my xBox One as a result of this. (I figured putting my phone against the TV screen just wouldn't get the point across) There's still a fair amount of compression here, which really only helps hide some of the noise, but there's…
@Shepeiro, I get what you're saying. The stones on that pillar were incredibly tedious, and it is something very reusable. I think what I'll be using tiles on other parts of the model, I'm going to try and make my own tilable textures using maya, AO baking and photoshop. Do people do that? I think it'd be a great way to…