So heres the base diffuse i have. Just did a quick base colour, and then scratched the paint off. just to get a general feel. Obviously need to work on the scratches, the normals look a but dumb when your close up as seen in the front. Id like to add burn marks from the front, and add a cool glow to make it look HOT. and…
Hey @Repete It was a good suggestion and considered it if I couldn't problem solve correctly because It will ultimately triangulate but I wanted to do some High poly smoothing to a copy so I can bake the AO/Normals into this one. @RedRogue, thanks for the reference, it helped. I was scared to add topo. Don't know if it was…
I've seen this concept art a couple of times and there are a few of things that jump out at me with your model that I think could be improved upon. I did a quick overlay of your pic with the concept art to trace out a few points. (1) Emphasize the vertical - The peak of your building seems much shorter than what is…
That tutorial is very old but that's a big big mistake and I know I did more than that, even back then. You need to learn how materials act in the real world to create a proper spec map. For example is rust shiny? Would the wood have a finish on it to make it shiny? Is the metal glossy or matte? Once you figure that out…
Adam, I did a little paintover to illustrate some stuff. I think some fireflys would go a long way. A little quick & dirty painted background helps as well. You could use some longer creeper vines (alpha planes, like youve got, only longer) coming over the front of the rock-house. More Reeds & Lillys in the water. A must…
oh cool, I've also made my own scripts like this based on perna's hotkey post and it's really interesting to see how you did things differently. I'm going to add your create face bit in to handle stuff bridge doesn't work on. in my own "smart create" script I ripped a piece of code from shortcutter…
Quick update, I've added the vertex paint to the walls. I do want to keep some of the snow-meshes else it'll look very flat. I can't add in vertex-offset in the shader 'cause the roof has the cylindrical forms already modelled in. Resulting that it would end up looking very stange. After that, I was experimenting with some…
Hi @Carabiner, Thanks a lot for the feedback, it's just what I thought the lighting looks flat and the materials could've used more work, also about the atmospheric effects, those I didn't add any of that because one of the rules wasn't any post processsing so that's why I left only the lights, but I guess I could add the…
Hi tyl3r and welcome to Polycount :) I like your model and quite like the texture too, I think you did a great job on the inner panels and display. Crits; The outer textures look like concrete, not metal. You could fix this by altering the specular map but it would be wise to also pay attention to the diffuse first. The…
@KaptainKernals Cracked box are fake, I wanted them to look a lot like normal blocks but different enough you can tell. Yeah I want to add some physics'y stuff. Working on the collisions and getting-stuck stuff, fortunately you can't get stuck for good, did you ever get stuck where you couldn't get unstuck? I like the…