Pretty standard way to do any architecture for that matter is: 1. Create tileable textures. 2. Model base blockout of whatever you doing (house). 3. Identify repeatable shapes. 4. Model those shapes and unwrap them over your tileable textures. (yes this is the key, you conform models to textures not the other way around).…
Looks sweet, presentation is nice aswell. You could maybe try one shot with a strong directional light, yours is really even, usually does great work on complex geometric shapes Also, the green cloth stands out a little negatively because it is not apparent on anything else. It would balance a lot better if you bring back…
I think the tower on the background is too flat, somehow looks as if there's no light cast on it from directional light? and it's too clean as well. Some dirt/stain decals on it would go a long way. Street is reflecting the environment/sky way too uniformly. It would look a lot better if you modify the specular there to…
Scruples is correct, that is too much unique space for a single texture sheet. You will want texture information that follows the corrugation and plate details (medium to small scale) but you also probably want some big details across the side to provide some large scale texture variation (ground fade dirt, logos...). The…
Thanks for the feedback Giacomo. I agree I need to add more ambient light I'm still not sure how I can make it look natural as I want the place to have an abandoned feel with electric power having been out for some time. But from the point of view of the viewer i can see that it doesn't show the texture work too well. With…
Finally finished! Total time this took was around 10 days, though it probably would have been quicker if I hadn't played so much Destiny... Didn't really get around to making a cool statue so I just made a throne and took the focus away from that area. The vases were pretty lazily textured and I could have used some crack…
Well not every company is the same.. In my current company I am working as an Environment Artist, but at the moment (since 5 months) I am just modeling and texturing all kind of props, doing ground textures, decals and so on. But I think a lot of companies want their Environment Artists to model and texture on the one…
So here's where I ended up: I projected the diffuse decals of the } design to the LP object using xnormal. For the "sheer fabric" transparency, I created a B&W tile texture using noise filters and the waterpaper filter in PS. I then projected that tile texture from the HP object to the LP object, and moved it to the alpha…
There's a few things that need an additional pass. The rocky ceiling looks too flat and smooth surface detail wise. Photos of the location has the paint a pretty solid and uniform red, and not the mixed dark red and red that you have going on. The paint in general could be a bit more glossy. Your reflections look a bit…
You live ridiculously close to me, not that it matters, just noticed! I think what the scene is missing is some caustic projection on the roof, this can be achieved using a projection map (i cant think what they are called in udk) or even a custom decal if you are only using stills, but i found some software some time ago…