I have to admit you're right ;) I did it a bit on purpose though, just to make sure nobody gets the wrong idea about documentation. I definitely agree that setting everything in stone from the beginning ain't good either. No hard feelings :)
Wow looks great, good color palette! I would say the metal could use more contrasting values, looks more like stone than metal right now (unless that's what you were going for), but apart from that very nice.
Ha, point taken dirigible. Thanks for taking the time to show that to me. A delicate balance between too much and too little contrast. I've started working on some new textures for a later section in the game, and here is where the first stone floor one is at:
The sky texture needs love, it is too dark for the last lighting setup that you have- maybe put an emissive on it? Also the only reason you feel that it is bloomy is because your stone texture themselves are light. Darken them in photoshop and you will see the difference.
Had no internet last week so here's what i've got by now: Finished UV mapping, started working on the textures. Wood, Stone and grass are WIP for now. And here's the roof texture I made: And here's a screen with my crappy normals applied:
And this is the complete structure advice me on this too plz[IMG][/img] Its not complete only the stone and roof have height,metallic and roughness map and still need to complete rope and add some more variation to wood and roof and need to do side windows
I really like the feel and the atmosphere of the level! The rock formations and the sea shader are especially nice. Could you maybe post a few screenshots of the water shader? How did you create the large corner stones on the buildings? (Maybe with a Second UVW and Mask?).
yes, i agree with rick. if they really want to hire you, go for it. right now you need experience more than anything else. if you truly get bored you can start to look for a better job using that one as a stepping stone.
I'm a little confused with the styling. You have somewhat futuristic buildings - the shopping mall, the house and the towers that appear to be made out of concrete, glass and steel. And then you have medieval styled buildings and objects with the catapult tower, and that sheep catapult. That are built with wood and stone.
The vertex blending can be kind of expensive, it requires verts wherever you plan to blend, you can save the tris/verts and use a simple B/W map as a mask. There are a few options and you don't ways need verts. But it depends on what app/engine you decide to do the final scene in as to what methods will probably work best.…