Coming along, I am not sure about that pipe from the roof to the window? also maybe have some skyscrapers in the distance past the other brick buildings :)
hehe yeah i have that all the time... every time i'm walking on the side of the bridge or the roof of a building i have to control myself to not jump over...
In addition to what Jon Mills was saying, you should also add spiderwebs and stuff to other aspects of the room. As it stands now, it makes no sense why this giant spiderhole exists in the room, yet everything else is so clean. I want to see eggsacs, webs, and more covering a lot of the objects in the room. The floor…
Update. As for a critique from my friend, I decided to deviate on the concept art and added some new elements to fill up the space and break the squareness of the room. I also made the room a full room since what I did before is just model what is on the view of the camera as reference on the concept art. So that means I…
I thought you placed nulls at the end of bone chains to stop unreal from creating an extra bone when its converted (at least on characters). Here is a better picture. The bones are children of the root, but not actually "connected" since the pivots for each are at the joint. Here is another method Im trying. Bones…
That is something I have never thought of. Do you have any idea on how to overcome such technical limitations? The picture that I've attached looks like a spot on match except maybe the roof.
Fixed some light maps, added barrels to the foreground, made some slight adjustments to the stone oven texture, and made the roof more curvy to emphasize the Warcraft style =) =) =)
Sure. Just blocking out stuff. The idea behind lights on roof is simple: I want this lamps could be replaced as quickly as possible if it's necessary. That's what I mean:
Todays work. Going to start on the tower and attic part next so I can finalise the roof and top part of the house. Looking forward to working on the props for shop :)