looking pretty cool, the brick wall looks best to me.. looks sort of like marble but the downside of them is they seem to have wrinkles kind of like leather? example: http://konjosworld.files.wordpress.com/2010/05/image1.jpg?w=614&h=460 maybe change the normal map so the cracks depress rather than pop out like.. well…
The thickness of the handle isn't uniform all along (ie the vertical parts are thicker than the horizontal bar). There doesn't seem to be any texture information besides just flat colours. I'm guessing you were going for a cartoony look though, and a lot of art in games does get away with just using flat colors for stuff,…
It's incredibly hard to find wood that hasn't been turned into planks... Plywood is about the only thing that gets peeled off a tree like a sheet of toilet paper coming off the roll, and steamed flat. Aside from that, there are several ways to generate wood grain patterns procedurally. Max has a wood material that will get…
I came up with all of it myself. I started with an idea and went along of it with it. Piece by piece it came all together to this. I used reference pictures for inspiration. I made folders of them. Right now it's rendered in Unity. You can walk around in it with the standard FP_controller. "The only criticism I can come up…
hey man, good work on this, I have a few pointers for you the lighting looks very flat, you need to put in some lights to create a bit of atmosphere and lighting direction as well as some colour. currently he's very grey and flat your texturing still needs a lot of work, there's nothing going on on most of the model. you…
As always, break your tasks down into smaller pieces. The top image is cylindrical, but each segment is more or less planar if you isolate the columns. For that one, I'd have unwrapped one set, then duplicate and rotate them back into the full shape. From there you can unstack everything. I'd most likely use automatic…
Quick rundown from me. 1. Quick planar map to clear the seams 2. look for surfaces that wont deform poorly when laid out flat and make sense for natural seams. Select and quick planar map to break. 3. If you think to yourself. Self this cant lay out flat then put some cuts in the corners that are pinching. This takes a…
sorry that was very bad crits on my part. the vegetation looks overall very flat, i think you should add more angled planes in amongst the regular stuff to give it more depth, layer a few planes with distance between them to get some nice shadows casting over the leaves. also some different angles in the normal map will…
Your emails splitting sideways aren't very easy to read. Might be better to just line them top to bottom normally. I also think the font is also a bit hard to read, especially with how long your blogspot URL is. The Maya logo also looks very outdated. Red logo was since 2009 no? The shading on your red car honestly doesn't…
Alright I see this will be a bit complicated... So first of all you are changing the normal direction with that lerp before the fresnel. Normals should be in range of 0,-1 so then if you want flat normal angle, your vector 3 would be 0,0,1. I guess that constant 1 with 0.5 in the alpha of the lerp would be a blend factor…