sculpted some roof tiles and added a z-up shader that procedurally adds in the moss my buddy gave me. the vlog this week will come on weds probably and focus on modeling :) the roofs are pretty highpoly, each chunk is about 5k tris, but I still have to delete some of the tile faces that overlap/are hidden, so should get…
Looks pretty cool, Id try getting a sky or background in there, right now the black isnt helping with your values and lighting. then there is the obvious things like solo grass cards just sitting there without a proper transition to the ground. I could also recommend bumping up the polycount some, for example the roof is…
When I first started working on the scene I pictured an overgrown station with plants growing up the walls and and plants busting in from the roof. At one time the roof was glass so this would have kinda made sense but when I took the glass out the overgrown idea started to die. The broken ground and grass were the first…
Hm, you did not intend to make it look that chinese-ish, do you? The red with those detailed yellow ornaments looks pretty chinese and the shoulderparts look like old chinese roofs. Those long claws on the boots remind me on mantis claws and give it an insect-like impression (interesting, but collides with my china theory…
Good start. What's it rendered in? Got textures? I think your normal map on the bricks is a bit blobby and could read better with some sharper detail. The bricks themselves look very round, almost soft, given how defined and sharp they are in the reference. Where the roof tiles end and there's timber, I don't think that…
Ngon's any polygon with more than 2 triangles. The example on the far right. It's for this reason just about everyone counts triangles instead of polygons. I think you could mirror some details like the roof and size up the whole texture to take full advantage of the space. The chances of players seeing both sides of the…
Progress update 2 ! A bit of an update for you guys, roof and walls done, aswell as some planks. I had to rethink my modular pieces to avoid over lapping faces and the annoying face flickering but now its starting to resemble a house. Been playing around with vertex painting and colours some more and responsibly happy so…
What i can see/notice: Image : 1 - The roof, it's bugging me..since i don't understad what it is : All i can see is a black hole in the middle. it's distracting..and too dark.. ( it ruins it, to be honest ) - Also there are no roof/floor skirtings, adding that will improve the scene a lot. Image 2: Floor: I suggest you…
Nice work; I apologize for being too bold but you are barely conveying upgrade to futuristic without destroying the train station. Just by looking at the roof (which conveys present, and possibly the future) A wide hint would be, machines and hollow graphic annunciator revolving in the middle where the yellow annunciator…
looks cool man, I especially like the bricks. I wouldn't call this done yet, the seam in the roof is definitely an issue you want to fix. The roof shingles overall could use some more value to give it more depth. I would take my time to work on value overall to really push how these textures are reading. A little more work…