Ended up working on the silhouette of the scene while assets slowly baked! I'm happy with the floor seam and have added wooden framework coming off the side wall, although I'm feeling the low angle of the camera hides most of it. Yay or nay? I'm not really sure where to take it from here. New silhouette below!
Looks a lot better, especially with the lighting! i noticed you also fixed the floor texture going all the way to the side i forgot to mention that lol. Since its UE4 you might want to throw in a dummy like the concept for size comparison? Just a thought. But i think its really coming along!
Fantastic work. Love the intersecting brick detail on the red building, it blends really well. Side note, In America do you have a standardised pavement slab size? I am working on a seen from New York so it would be helpful to know. I think its around 130cm? Example - https://goo.gl/5EkvzG
cool! thanks for the tip. BTW i liked your sound samples on your site. Cool to see some creative work from that side of the design process. I like to play around with synthesis a little bit in my free time. Lotta fun. There doesnt seem to be very many game sound guys around =/
The scale looks off on the buildings (they seem too small). Looking at the size of the soldier on the right side and comparing it to the height of the door, it looks like he wouldn't be able to walk in without smokin his head. I don't mind the subdued palette so much except I think the sky looked better in the previous…
Wacom Intuos 3 some of the best money I ever spent on technology... or on most anything, really. Intuos 3 has the buttons and scrollers on the side which are crucial to good workflow; get the size you're most comfortable with. I personally prefer the 8x12 (got it bundled with Painter IX), but a lot of people like the 6x8.
if you want to cut down the polycount make the toes 4 sided, or make the 4 smaller toes a solid mass instead of them being separated. also i just noticed that aside form the big toe they're all the same size. they should get progressively longer going from the baby toe to the big toe
Everywhere that you create a UV island (a.k.a. a seam) you should create a hard edge by selecting the polygons on the other side of the seam and setting them to a new smoothing group in the Edit Poly modifier. The padding for your islands should depend on your texture size. For example, on a 1k map, I usually use 16 pixels…
What throws me off for the China town building is the obvious tiling pattern, especially on the bricks. What if you were to float more decals, or adjust the size of your pattern to help break up the repetition. edit: the wall I'm referring to isn't visible in the render, but rather when you can see the side of the building…