Your modelling work is great! As I've asked in a few threads lately, how close are you wanting to mimic the style and feel of the concept? If you look at the lighting of the original image, it is quite pale and cold - almost white (with a slight twinge of yellow). This picks up the greens and greys in the foreground and…
@BIGTIMEMASTER Thank you for your feedback. I'm really glad you captured that detail in the concept art. I completely overlooked that part while comparing the concept art with my project. I agree that it is a key element in this scene that I should have in my project. So I went ahead to crooked or move the buildings,…
What kind of lights do you have set up ? I see you have a dominant directional light to simulate the sun, but do you have a skylight set up ? Right now your shadows seem kind of bland (color-wise). Having a skylight (if you don't have one) would allow you to play with the shadows' colors and really spice up the scene. You…
Alright did a bit of a big shift. Got rid of the unique stuff for the door made it almost entirely of tiling textures. and repacked the unique stuff... added a cushion to the chairs, and the unlocked hologram on the door I also sized the door texture down to a 1024, and I plan on up-rezing the trim sheet to 1024 as well,…
*sigh of relief* Thanks for all the advice everyone, my thoughts exactly on everything. In order for the bricks to match the crates, they would need to be sharpened. So thanks for mentioning that because it's something I totally missed! However, Laughing_Bun and urgaffel are right, and I've been feeling the same way about…
Zaitsev9797 Sure the lighting is only vertex color. But I personaly managed to get somehow nice results by texturing things (by painting lit areas, the Spacedraw lights will seem to have a better impact on already bright pixels) and playing with the lights. Without the BPR option, Spacedraw's display is like a light…
Thanks for the feedback, heres my set and the maps im using. I started by looking closely at the scene and deciding on which parts i can make modular (which were a lot) I then started my first ever texture atlas, also started using techniques suggested by yourself Soenke and tutorials from artists like Thaigo Klafke and…
Easy to navigate and good thing you described your workflow shortly. I suppose the Play and Download buttons on the Dust project should do something :) ? Can't really tell much from the screens on that, or the model renders. They are a bit smallish I think. I like the ground and the left building in the alley scene. The…
Thank you for the comments. Firstly there isnt really a way to do puddles/real reflections in the Marmoset engine (I googled this and couldnt find a way) otherwise I would love to add a puddle to the foreground, and stuff as thats how I wanted that area filled in my design. I agree the lighting could do with some work,…
It's looking good, the textures are starting to shape up nicely. One thing that will help you match concept art more closely when blocking out your next environment is to set your render size to the same size as your concept art, then right click your viewport label and turn on "Show Safe Frame". Now any viewport grab or…