Ok, I got a few comments about the sculpt. It doesn't look like that stone should be soft like its weathered by water... feels unnatural. And the formation of the rocks doesn't feel right to me, nor the cracks. But thats just my two cents. other people may think it looks natural or look right.
hi Razz beatiful illustrations you have here, tried to make a little suggestion. i think on the last one the stones are a bit disconnected from the enviromnent, not sure about the roots but those might help integrate them into the environment a bit more. Guess some more grass in front of them would work too ;)
Pointless response, maybe :P But i just gotta say that i really love your work and this inspires my to get back to my paused UDK scene i worked on this summer. The only crit i got is that the first night shot of the The Moated Grange have a stone or something in the water, that differs in the two shots.. Outstanding!
I'm just saying if a massive Earthquake hits the West Coast, yellow-stone will probably blow, nuclear plants won't be managed because people will get the hell out and I have no idea what I'm talking about. I'm just going to read, I don't even understand what I'm saying haha.
I really like the corner-stone idea mentioned in the M&B tutorial - does anyone know I'd go about using this technique? I see that it's a standalone alpha-texture (something like 64x128) - but how would I go about applying that to my model? Do I just float a plane over the corners?
These might help as they go over making some tiling stone high polys to bake to texture. Sculpting for environment stuff - video tutorials Tutorial- Zbrush- making tiling meshes for environments EDIT: In Unreal you can blend a tiling normal map with a unique normal map in the same material hopefully you can do that in…
If you delete the back faces of the blocks/stones, then planar map from the front using a small gizmo size, then select all the UVs in the editor and simply Relax them.. then you should get decent UVs because the back faces aren't getting in the way of the Relax algorithm. The small gizmo would help because the texture is…
Comparing to the concept your legs arent too accurate. The end points for the legs look like stone on your finished model while on the concept it looks like metal. Also the beginning joint for the legs look more like sausages than what they look like in the concept. It looks pretty good otherwise I think.
Agreed about the scales on the dragon. And I think Goraaz hit the nail on the head(pun intended) I think to make the metal look less like stone is to get rid of any noise on it first. Lay down a base color, work in some bright edge highlights and wear, at least thats what I would do
Looks like low res stone texture tiled over the whole thing. If you're going to go low spec you need to work much more implied shape into the texturing, right now everything is very flat. Also, the detail that is in the texture seems misplaced and noisy, I think it's hurting more than helping.