It looks like you're using Blender so you could try a shear operation. Set the pivot point to 3D cursor, snap the 3D cursor to the inside vert on the corner, select the end of the trim piece, set the view port to top down view and run the shear operation. Another option would be to cut through the mesh using the vertex…
Beautiful work grimm! The armor material reads a little 'aluminum'. Not sure how to describe what feels off, I thinks its a combo of the roughness a little too high and some of the dents/scratches looking blobby (specifically in the last close up shot) I'd love to hear how you tackled the trim on the hp armor, it looks…
Just an anecdote of what @Obscura is saying about the vertical loops : I made some trees in speedtree and used some optimization tools to trim them down a bit. I've been playing my game with these trees for dozens of hours and just now I realized one of the tree trunks is prism shaped. It doesn't even have four sides :) .…
The colors in your materials so far look a little too desaturated and grey when compared to the concept art. The concept looks a little washed out, but not nearly as much as your materials. Put a bit more red into the wood and darken it up some and if you make the metal trim on the chest closer to the same color you used…
surface mimic has some really good leather alphas- this one is my favorite since the details are a little larger: http://www.turbosquid.com/FullPreview/Index.cfm/ID/635654 I get the best results projecting the alphas in areas of tension and near edges and then working them in with the trim dynamic soft brush. Global micro…
Much better, I'd use a dark gray instead of pure black, but anyways... It has an almost borderlands look to it, I like it. You sure have the soda machines emit light, there is a "use emissive in lightmass" option for objects. I'd add drip stains to the slanted stone roof above the door, the stone trim is pretty clean…
This looks like an interesting project, something i've been working on this week in my spare time also is a fantasy shield. What did you model the base mesh in?I split mine into various subtools to help keep the poly count managable and the edges clean. I could suggest splitting the trim of the shield into a subtool so it…
Hey Wolf, this looks really interesting so far! The 4k for a 3rd person game is a bit much but its still good to go big and then reduce size. I'm seeing a nice color scheme going with this, but go back and check the base of the pillars. Those bricks (what looks like bricks to me) seem a bit odd. I think you could get away…
This is my first environment, it's based on this amazing piece by Ivan Tantsiura called "Tunnels." Most everything's using a four-way tiling texture or a single trim sheet. Every step of this project was a big learning experience, and I definitely need to focus on speed and better time management in the future! I would…
So I've not a lot of time on this one but I have decided I'm going with the modular approach for the sections and then combine them later and add a bend modifier. I've separated the wall from the trims as well This is the first section using the guy for scale and I created a rough brick texture in substance designer that i…