It's been a few days, but that is not to go without work to show that I did do something productive, or at least more than usual. I decided to go with a modular flow of building this lounge. Though it does seem to have become much larger than I thought. Texture work isn't the best, but it is definitely getting there. Also,…
I decided to continue with 4,10 and it was tough, but I rather go with 4. The reason is because it emphasize the observatory much more than 10. The roof ridge I replaced with a snake like figure with wings on top of its head it represents a cycle, a comet since comets tend to have a tail when passing, and finally it can…
Hey your stuff looks good. Just got some crits. 1) I don't know what the first prop is. Is it a paddle? Also the scratches on the end are too uniform and are in a straight line instead of varied around. 2) The house is too uniformed as well. There is no color variation in the wood, stones, and roof. 3) Holy smokes Batman.…
I'd say focus on your major forms. The main cab's roof that meets with the top of the windshield is a different shape than what you modeled. The main cab also is rounder at the rear-top than what you have as well. The windows don't quite line up with the reference material either on the sides or the rear. Notice how the…
Just a quick question about the modular pieces. Is there a rule you followed to get them all to scale to each other OK? Like certain units had to be 3 squares high or the roof needs to be a certain height to fit with other pieces? If there are any rules or tips to remember. I wanted to start doing modular pieces, but I…
I want a visceral brutal fighting game where you can just chuck your foe through a window and while they're covered in broken glass you could just stomp their shit. Just some incredibly brutal street fighting game where you can fight through stores, traffic, etc. Imagine starting the fight in an office, ending on the roof,…
What do you mean it's taking forever...that house has about 8 Quads to unwrap...just stack the Walls in the lower half of the UV Space (if you need more tiling, cut them up) and the roof to the top half of the UV Space, then use PS to put the two textures your using at the corresponding places on one single image...done.…
ImSlightlyBored's explaination works. It's the same as what I'm talking about. Here's an example from WAR http://mythicmktg.fileburst.com/war/us/media/screenshots/Screens20070905_33.jpg Everything is tiled, multiple textures in a multi-sub. There are some unique parts that do not tile of course, but all the main stuff,…
I think you should have a relief in the wall\roof part of the piece. Also, how old is the column. I would also like to see more color variation. I don't mean obscene apparent color changes. Just a small shifts to blue or something like that. If you look closely at rocks, they are rarely every just one color. Also your…
Personaly i would use at least two atlases for it. One for tiling surfaces (roof, side walls, trims), one for unique elements. To break up repetition you can use either decals or some vertex blend, shader techniques. Or a mix of both. But yea this can become quite expensive hero asset especialy when you plan to model the…