I agree with Frenetic, the 'clinical' tone to the lighting contradicts the slightly against the 'back-alley' feel of the Environment. A nice little example. Perhaps experiment with the amount of lamps there are. By reducing the amount, it may provide a softer contrast. Peace, Beardy.
agree with both comments above, adding a small gradient adds so much to the textures, and more contrast for sure. I would also add a bit of color and lightness/darkness variance in the bricks check out this texture as an example
I saw this floor and went with my own interpretation of it.For example the grid like things on both sides are rubber on my floor and not metal. Better lighting...I think I may get rid of the circle's too...
It also had some of the best fully orchestrated music I've heard in a game recently. For example: http://youtu.be/3ZsWiIvWeD0 And one more (gets really good around the 4 and a half minute mark) http://youtu.be/Kvzhoq2SHuk
I've had similar issues with InsertMesh brushes. The reason behind it was the resolution being too low. Try adding some loops to your mesh, in the vertical for example, before turning it into an IMM brush and let me know if that helps.
I had such high hopes for this thing so please Olmo, don't abandon us puny humans! :# Don't worry about the tutorials, they would be unbelievably awesome, but having a working example is so much more important IMO. :)
Here's an example with a normal map, and some color. I tried to make it look a bit more like brushed metal. If it's too strong you can just blend it with the normal one I posted earlier. here's the map
If i triangulated my models more would that help give the normal more geometry to spread out and display properly? thinking of it like this example I found, https://us.v-cdn.net/5021068/uploads/editor/la/l666u3wktcaa.png
You really need to drop to a lower subdivision again. ZRemesh what you can and nail your bigger forms before continuing with the body at a higher subdivision. Your inner elbow, for example, just has a huge cavity in it.
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