I realized that you have a problem with the mirrored letters on the left side of the tank. Maybe add them as Decals instead of putting them right at the color-map. It will create a fes verts and one map more, but you could still mirror the base UV and get the text right.
Created a few new blockout pieces to see if it has potential, still not sure but im just gonna keep truckinnnnn. I really wanna start a new scifi scene completely reliant on costum normals and deferred decals but I should really finish this one first. The struggles :'(
Good job so far. This could be a really great scene. Few suggestions: * Add weathering * A lot of signs & lamps :) * More bicycles (at least two) * A lot of decals * And for the lighting, I think there should be some really dark areas. here are a few images to help you out:
I really, really like this a lot, looks so good. On the texture sheet, the wall that has the warning texture on it, maybe you could make that a decal so the wall could fully tile more. As for the shadows, have you thought of doing a light map on the second UV channel?
Oh! cool, I see, thanks Eric. I guess they use them for painting decals and things, especially in real time games. It would surely be useful for renders also, where you have lots of similar buildings which you want to look unique with less effort.
Erik, keep in mind this is an older game, not "next gen" And yes, basically we don't have cast shadows. We can do some trickery on certain objects, such as using a dark, blurry decal under things (like characters) but for the most part our lighting is pretty simple.
I like it, pretty solid to me. Not much I would like to see changed with the piece, except for the wheels need to be un-rusted (just a little) and a few of the painted on decals need to be worn to match the dirty nature of the choo-choo. I would like to see the texture(s).
Going to start duplicating modular parts to build an actual block, and start adding alternate brick colors, window dressing, etc. Before I do that, posting what I have so far. Pushed the window masks, added some damage decals, created some curtains.
Long time no post (been busy) but after some fiddling around in Photoshop I'm almost done with this beast :) Gonna change the texture on the cannon a bit and add some decals, but other than that it's as good as done :) Now it's on to some environmental probs to fill up the scene a little bit.
A great start here. I would say breaking up the building and the ground with some grime/dirt decals, not to harsh but enough the break up the bricks and the ground. and like kaburan said the overall model looks good i would chamfer those edges though. Lookin good :)