Here's the reference for the next building. I really liked how it has an underground type of laundromat and opportunity to give some depth to the scene. Also a good opportunity for some signage and storytelling elements. The windows arent textured yet, just laying them in to make sure the colors work well in the scene.
I kinda wish I had a console still so I could pick this one up. Apparently they arent planning a PC version. I'm both curious about seeing the technology in action and the game itself. I've long wanted a Noir detective game, ala Chinatown or LA Confidential.
Thanks man. Yeah its funny how time flies, but you still think you arent any better since school. Then you look back and see the trail of crummy works that lead up to where you are now. Its a fun journey to say the least. Hope it keeps going...
Please forgive me asking here but maybe this question is contructive. Can thumbnails work for more contenporary/current day design eg. A modern day but not futuristic sports car that doesnt exist? If thumbs arent used for this kind of concept then what would be a fast way to get your ideas down?
Sounds like publicity stunt. Also "stealing" ideas, yea like why not? Its like evolution, if everyone made their own ideas then we only would have shitloads of shitty ideas. Also arent 90% Hollywood movies like almost exact replicas of some standardized script or other?
that is looking really nice, adn you're getting a pretty good likeness too. it think her cheeks should be more sunken in though. also i think her eyes arent quite the right shape. fix up her profile with those refs from Ikraan adn she'll be prefect.
rendering out larger isnt something i do all the time, but it can help if you have really fine details that arent showing up quite right, or are getting poorly anti-aliased. Not sure what you mean about 75% ? A 512x512 is actually 1/16th the size of a 2048x2048.
One thing I am noticing is the edges on your models are very sharp, making the whole scene look very low poly. Make sure when you're making your high poly models to make sure those bevels arent so tight so it bakes properly onto your low. :smiley:
Thanks guys, The weird shadow z-fighting thing is most likely caused by the scale of the models. I need have the model normalized to a standard scale after importing. Unitys builtin asset importers arent available to use at runtime so I had to make a custom obj importer. It must be mirroring the models for some reason :/
IMO the tower isnt having enough spotlight, like its not the focal point, the light rays arent pointing to the entrance or the tower itself, the rocks are getting it. Also some nitpicky stuff put some stuff to cover this up. Take it with a grain of salt. :) its looking really good though, I dig the atmosphere and cold…