Hey all! I'm working on an environment based on Links House from Breath of the Wild. I've been trying to make this look similar to the art style of the game. I've added more to the house so it wouldn't be as empty and interesting. I've been having trouble lighting it, many issues with shadows not appearing or just looking…
HI Ikblue ! Happy to see you in PC ! :) I think your house is fine but you went too far in the texturing process. I think it's so noisy in general (bricks, concrete etc....). Keep it simple and efficient. Don't try to make a lot of different shaders (It seems to you have five different woods for example). You should have a…
Thanks for taking the time to write some feedback Mark, much appreciated. Re. the straight edges - I gave someone else the exact same advice recently about knocking some of the edges out. I fear the domino rally effect on this house though. It's so complex and has so many parts that line up with other parts etc that as…
Hi everyone,I have been working on this piece on and off for quite a while and now, with some free time on my hand, I decided to finish it. The concept is from Libico Maraja (RIP) - imho one of the the greatest illustrators ever lived. Its an illustration from an old Italian animated feature film called Rosa di Bagdad.My…
http://www.3dtotal.com/team/Tutorials_3/Creating_low_poly_foliage/low_poly_foliage_01.asp http://cg-world.org/house_plant_tutorial Google is your friend ^^ As for the house so far: -You have a good block out so far. Try to get something in there for scale. If you are using an unreal grid then 96 units is the height of a…
That "dramatically" depends on the complexity of the scene of course, and also your cpu. This modular mesh seam thing is only a real issue whn you work with fully flat shapes, like real life house floors and walls with clean color. Also, if its a complex building like in the case of Elias, yes you will have hard time and…