I figured they would be pretty heavy shaders! Was hoping there could things i can trim down and use some basics off it but thank you for the heads up! Yeah i think it will just have to be some fresnel/gradient effects to keep the fog shafts from looking like geometry!
I see, it's only useful as a time saver, not a resources saver, you end up with a whole ton of textures as well but it's faster to apply to models... Very useful for film and vfx but no so much for environments in videogames (i think trim sheets and tileable textures are the real heroes there) Thanks!
I like the gold but personally I think the gold sculpts at the front need a trim around the edge like the gold on the inside section. I know you're not finished so maybe I'm stating too early but the grey needs some sort of detailing as well. Keep it up.
I think the decals you have now work pretty well in a few places, in some areas they look a bit too big and out of place, in particular the light concrete trim. Try scaling the decals down a bit and maybe add some geometry of chunks scattered here and there.
Try getting some trim dynamic to smooth out some of the areas like the lip of the barrel, and as Jakkablade suggested use that damnStandard, go quiet heavy with it on a layer and reduce it to what you like from there. also you could grab the pinch brush to tighten up those creases. =]
yes! looks great keep going, the only thing i would suggest is to really add more depth to those bandages, especially the ones with just cuts on them. make them physically pop out then trim away to add random but interesting facets to the surface, good luck!
Nice job so far, but the awning just doesn't seem to fit. Awning colors typically match (or at least coordinate with) the building's trim color. The geometry also doesn't work; the far edge of the hanging cloth is much longer than the near edge, and the bowed-in shape feels inverted.
You can also tile horizontally and have one big piece of geometry hanging well outside of the 0-1 space. That would work well for all of those pieces at the top of the texture sheet, it works great for stairs and other bits of trim, pipes and stuff like wires.
But can you make it modular? Let's get some tiled gnome textures up in here. This is making me want to try to go some crappy camera phone photgrammetry now. I wonder how possible it would be to get a usable heightmap from a wall for a tile or trim.
The thing is, OP, you shouldn't mix the 'demoreel' (which is way TOO long!) with the 'recruiting campaign' or 'vision of the game'. If you want a demoreel, trim the whole thing down to 1-2 mins and only focus on the best. If you want a vision, focus on what will actually be part of the game.