Doesn't generating from grayscale work rather well with small wall details like chipped paint and such? I can understand going highpoly for something like ornate pillars, Brick walls, etc. But for stuff that is rather more detailed to sculpt, such as chipped paint, wouldn't grayscale work better so that the diffuse matches…
Not a huge fan of the dark gray around every corner that you have right now. Also where the brick is peeking through is too clean I think. The corners are looking good (the modeling part) but I would try to very the amount of damage that you have more and maybe add some more cracks throughout the whole wall.
I guess I'd like to be multi-discplinary but mainly leaning towards photorealism. Less character stuff. If I was just doing arch-viz I probably wouldn't need it but I currently work in games. I'd only really see myself using it for doing things like roughing up bricks and adding details to high poly bakes.
Your scene is not very well lit. It may have been because of the rain that I didn't notice it before but I can't make out details in the bricks. I feel you may have done it to show your emission maps however, it feels like the cost is too great since I can't see anything else.
heres a start of a brick texture. the last three are the same just playing with different levels of saturation and contrast. hopefully by the end of this thread i will be able to create decent hand painted textures of the basic materials stone, wood, metal, cloth, etc etc with my own personal style to them :) there will…
I think the roofing sheets on the shed are draging it down, the material is very unclear and they just look very off. Also, this might be the concepts fault, but the stairs are entirely made of bricks which look very strange to me, I know it's done at times but I think then they'd need another pattern like the one in this…
The lighting needs to be redone, preferably in a game engine, or marmoset. The bricks in the foreground are too flat. The texture on your pine tree also looks off, perhaps it needs to be scaled down a bit. The last environment is also tiling too obviously, perhaps a little variation on the textures? I do really, really…
i like the things labled level design most, i would focus on those, and provide more than one screenshots from the levels, probably show your assets in use in a level you've built, rather than standalone. I also hate the yellow brick weird showcase level you have for showing off the individual assets.
I haven't messed with QoS myself but check and see if you can use DD-WRT custom firmware on your router - it really beefs up a consumer grade router into professional levels - it may be able to add QoS to your router. A word of warning: read up first, a mistake during installation could brick your router.
Looking nice so far. Looking forward to seeing you fill out the space. Could use more broken tiles and bricks on the ground to make it look like there the boss fight took place here. Also there tends to be a lantern after you defeat a boss, could use that as a focal point or a point of interest. Keep up the good work!