These pillars look great. I think you shouldnt modify them too much from now. Your stair looks abit too even. Maybe make some small adjustments there :) I did a small test with a pillar. Next step would be to create the other tilable textures. Currently its 1024x1024 but I think for the normalmap and displacement map I can…
I don't really consider them highpolies until support loops and subdivision. This is blockout geo. Still lots of n-gons and random edge terminations. Quadchamfer is on there to make sure edges have enough room to expand and to differentiate coplanar parts like the upper and lower housing. This level of geo can be used as a…
Thanks. I will need to research LERP, not come across that term before. So would it be safe to have say a 512 tiling texture for a roof material, a 512 for the wall and then say a 1024 for other details and elements? One thing I've read is reducing texture memory and that's a lot of textures when you include a spec and…
had some spare-time yesterday and today. but i cannot look at it any more. something is missing. i'll have a look at it with a fresh mind tomorrow texture is 512x512
nah thats pretty much it. A plane with a lens flare texture placed at the light location and set to always face player camera. Sometimes you can control opacity with a dot product between player facing angle and sprite location so the flare only shows brightly when you look at it directly. Starsiege (1999) had a sun flare…
They aren't soft enough, those edges are going to be represented as pixels on a texture, if the details are a pixel or less on a 512x512 texture, they will not show up well.
For your 870 stock, (I believe that's what it is you're working on), try using this as a starting point: http://youtu.be/2Tgy0lBdJK0?t=51m14s Best of luck.