your paving stones at the side of the alley are thicker than the bricks in the wall. Urchins would be forever breaking their legs tripping over these whacking great things it's very important to get the basics of scale bang on correct in the early stages, or your whole scene is always going to feel "off", no matter how…
thank you for those images, updates I did this time -got rid of overhead, - replaced with little house cubby thingy , -have 2 door types in there now - baked new light maps for everything Still to do -Fix light maps (fragments in some of them -Make building Spec -Fix Brick Walls -Start modeling 2nd batch of stuff to put in…
well the scene is still in the rough and am sure everyone has pointed out the areas that you need to address. main thing that is bothering me is that i can tell which texture from the cg texture website that ground texture came from. Vigs floor reference is a better match and this is something that can be created in zbrush…
Is the lighting just like a generic low level AO? I don't see any shadow casts anywhere =\ Also the tiling on the short walls seems wonky in some areas. On the shortest ends they look normal but on the sides facing the street, they're really squished up tight which just looks wrong. The bricks for the chimney also look…
just remember those aren't sidewalks as much as they are concrete edges to the streets. In 90% of the ref's you've shown they look about 18-24 inches, I'd say you could probably pull that sidewalk in by half and it would look more like your refs. Regarding your brick texture, what we do here internally is have a set…
took advice did changes updates are now, humans are instructed to give creative input or inital wrath will follow Did alot of the changes people suggested bricks/side areas (concrete now no longer grass and blended with cracks and some moss) Added in basic street light for now (need to create spec/normal etc) more updates…
Much improved, sef. Some of the things I'm going to mention you already have listed, but I'll jot them down anyways. - Satellite dishes. Trying moving them around a bit on adjacent buildings. I know most places have codes on where you can put dishes, but moving them just a bit in any direction can help break up the…
I would re-visit your brick texture you have on the buildings and get it tiling better. Map it on a plan in Max so it tiles a few times and then keep working on it till you don't see that repeating pattern (ie those light and dark edges) Keep your reference Pics up at ALL TIMES. this will help you pick out the little…
Good start you have there. Nice to see people doing some pre production before diving right in! :) I would double check the scale of the cobbles on the road section. In your original ref they look a bit smaller in their scale. Also i would be inclined to try and add some sort of guttering to bridge the transition between…
Hey Sef, I think doing a modular scene in UE3 is a great idea. Now on to the crits. The biggest issue that I am seeing right now is everything is too perfect and parallel. This almost never happens in real life, and is currently making your scene look a little CG. I would try varying some of the heights of the brick walls…