odium: Looks nice, fix the floating fence though ;) Done more on the shotgun, still a bit more polishing to be done and I am planning to do a sculpt pass, to make it more rough. A few floaters here that look a bit funny with the ao.
This is really nice. The green lights on the pillars seem like they are just floating points, not coming from below like in the original image. I love the statues too that you made, but they seem small in comparison to the original, where they are overpowering and grand, like guardians.
The Croods was GREAT! I really enjoyed it and my daughter loved it. She was entranced. We watched it in 3d and during the first fire scene there are fire particles floating through the air, My daughter reached out to try and grab one. IT WAS AWESOME! - BoBo
Did a couple of sketches, tried to find something industrial/war factory kind of feel. Some plate armor to surround the building. It will have some vents/dirigible balloons to keep it floating in the sky. I really liked the vertical designs a bit more.
you need to add support edges in your low poly, only need to be there for the bake. the projection cage is interpolating around 90 degree corners, so the rays are being fired from very steep angles, causing it to miss indentations on the floating geometry.
I am such a fool....:-/ I forgot to add, that he is not going ot have any legs. He is a floating giant ghoul without legs. Perhaps that helps to tell me a good way to close the hole, in a way that looks good too :smiley:
Can I ask something, the modular assets stay within 3dsmax and you model whatever you want or do you put them in the engine and build everything there? And do you make holes in the wall for windows or do they float over the walls?
Hey YakZ thanks for the feedback :) I scaled up the crystals and exaggerated some of the edge trims and beveled the corners of the railing and bottom platforms. I also worked on the rock texture (or floating ground texture) and added a little more color to the edges and trims.
Without wishing to come across as a twat - in this instance the issue is the way you've unwrapped it. There's a node floating around somewhere (probably on share) that shifts textures based on UVs to minimise seam issues. It looked pretty effective in terms of dealing with noise maps etc.
I'd definitely recommend if you haven't yet, I watched it last week and it's quite interesting. However, this particular room isn't really looked at for more than a couple of minutes. They show a few photos of the set, they're probably floating around the internet.