Yes, I can happily live with being raped it's the route in inner London through the 1 way system that scares me. I'd be shitting bricks as I always get stuck in them. Then the car would probably get nicked even though it's not work the effort.
Made some slight revisions based on some nice feedback received the other day. Most of it was addressing the slightly confusing texture choices for the tops of the pillars, and the brick wall at the far back. Also revisited the hourglasses & their sand in order to give them better form.
oh im just saying that the picture has the lights shimmering in the water. I was just wondering how u were going to recreate that. I dont know something to think about, The brick im curious to see how they would look with a parallax map
quick render in Max before starting to assemble it in UDK. Some of the textures, like the brick are tiled horizontally, whereas some of the more individual pieces like the standard window and the curved corner on the building will have some Ambient Occlusion baked in prior to full texturing.
Tried to put some variety to the roof, the fundament and the brickwall aswell. Next I'll bring in some green plants, the fundament stone and corner bricks. Should start the next project, put way too much effort in this. Thanks for the feedback so far, appreciate it. ---
Great work so far. Materials alone are awesome. You have fairly good detail in them. Matt is right by saying that you can notice the tiling in the bricks. To fix this, you can play with vertex painting, but it's up to you. Keep it coming! Cheers!
Update, Thanks for the feedback @Klawd and @Ashervisalis I went trough the model and added bevels on the major assets like the building, brick ect. I also messed about with the values on roughness to bring down the shininess on the building and to increase the metalness of the panelling at the front door.
Looks great, always good to see good Unity graphics in here. I'm guessing that the lighting is baked? Is the texture blending on the walls (paint and bricks) baked as well? I have been looking for a method for blending dynamically with vertex colours. Big props on the detail.
i wouldnt use a sculpting app here... maybe for some parts... but its faster to model the lowres and the highres in maya... and for all detail maps like bricks and plaster use ndo... for such lowres assets your photoshop skills are more important than sculpting...
The props are looking terrific, but there's far too much green lighting in your scene. I think the scale of your brick texture may be a little off as well. I really like the overall shape and design of the station as well as the camera angle. Keep those! :)