Everything is a little too straight, parallel lines everywhere. Break out of that - knock edges off the parallel, taper some of the posts, make stuff just that little bit crooked. Push your bricks and cobbles so they aren't all pure straight lines of identical silhouetted shapes. I see you've got a little bit going on on…
Looks great! One thing I noticed is your ambient occlusion seems like it might be baked in or turned up a notch too high, especially noticeable in things like the wood plank floors and the red crate prop in image 3. I get the same feeling with the wooden trim around the doors aswell, as in it looks like it was passed…
Thanks guys, it really is in the beginning stages right now, I plan to stay true to 343i's style that we all love. I've gotten around to working on the pillars so far, and I'm about to tackle the flooring shortly. I've taken a look at the way 343 made them in-game. I was about to go ahead and model one huge high poly…
My workflow for getting a blockout / low poly blockout from maya to UDK is to: - Import the whole blockout (remove trims if needed) into UDK. - Reimport one by one in chunks, modulating what needs to be in chunks, tracing it over the original shell blockout. - After that is done, delete the shell blockout, and now you have…
I'm not a big fan of the symmetry in the latest gauntlet. I'd say it's a step back from the previous version in that regard. The added trim on the top layer of the gauntlet looks ace though. One thing that bugs me about your model is the boots. There is no way she could walk in them. How does the ankle rotate and the knee…
Hooray update! I forgot to mention in any of these posts that this scene is in be in udk. I may go back and re-model the bit where the lamp attaches to the wall, but everything else seems pretty solid. I've got some textures on a few things, but they still need plenty of tweaking. I've also been looking into key things…
Yea I totally agree with matroskin. You could still use some highpoly pieces to make a tileable texture set that you could use all over this piece, I think people think doing a highpoly means each piece has to be unique, when in most cases having 3-5 awesome tileable textures and a couple trim sheet textures enables you to…
I really like this! so far i think your pine trees could use a little more work. Check psychonauts trees... thats what yours remind me of. They have that jagged trim and holes... i think that gives them a little more personality. I think the wood you have could have more of a painted feeling. They read like a photo. right…
it is possible to force computation of tangents for second/third/etc UV sets in a material - its not a particularly cheap operation so mileage may vary - if i remember correctly there's a node for it in unreal if you do not recompute tangents : rotation and non-uniform scaling (including mirroring) of uvs between sets will…
Hi Roxxor! A big, big thank you once again for tons of knowledge. You indeed wrote a book here! I will save all this in my notes so I won’t lose it or forget it. I have disappeared because, in the meantime, I received a “test assignment” for an “unpaid internship.” Not sure what it will turn out to be, but I already tried…