Here's where I am at with the Crimson Peak environment, I will be coming back to it to improve some of the textures (the wooden paneling on the roof especially needs work) and the shadow maps need a lot more attention too, but I'm fairly happy with the outcome, first time using unreal so learnt a lot :)
Looking snappy! I might consider making the vertical tiles on the red roofing actual geometry. It would help really push the silhouette, right now it looks very flat and obviously a texture on the closest building, however the more distant buildings look fine and you probably wouldn't be able to tell.
I was thinking in a similar direction ... I will try and "warp" some elements after I am done paiting in order to make the tower a bit more stylized. I was thinking of warping the roofs on all towers and maybe the balcony. I will also test your idea of making the midsection skinnier. Thanks!
Looks really cool so far, keep posting as you get further. Id watch the pillars supporting you gazebo, they're in a very weak looking spot at the moment, I'd move them in towards the frame, away from the arch, looks like it would break through with the weight of the roof.
Not really digging the fact that it's a mirrored skatepark. The walls are looking empty, maybe some more beams on the roof, some fans some trash. Some chipping paint on the walls, it needs more of an "old warehouse" feel to it. Besides that it looks pretty cool, get some screenshots of you flying through the air!
I think the tiles on the roof need more depth, this could be done by adding darker shadows between/under each tile or by baking (stronger) normal maps. I'm not sure what the texture on the wall is supposed to be, looks like an amalgamation of brick, plaster and mud. You should define the material better.
@Lucas Annunziata I'll be implementing what you recommended. With the roof tiles I felt they looked "too flat" at first so I tried to add more variation though since it's a sltylized material it doesn't really need that much small details. I'm still trying to get that balance. Thanks for the feedback!
good work so far. I think one thing that is kinda making the whole scene monotonous, is that all the wood in the scene looks the same. So try having different colored wood in there. for example : the cupboards can be polished red, the roof can be a brighter. the seats can be darker with less apparent weave.
I've got a new problem where any items using the skin shader are super-bright suddenly. Also, my specular sensitivity is through the roof. I've gotta knock it down to almost zero to get anything but 100%. I recently updated to the latest Nvidia drivers, so I'm guessing that is the issue...
Really awesome stuff man! I know you turned it in already but one thing that keeps catching my eye is there seems to be a lightmap error on the edge of that steel roofing piece on the right side where you have that solid black edge. Good luck, hopefully you hear back good things