I agree with the previous posts - it could use a bit more variety. Maybe try fiddling with the normal map, make certain bricks 'pop' a bit more than others? You've also got a nice thing going where a couple of courses of stone are thinner than others. Maybe try playing that up a bit more for added variety? Also, for…
That's a nice Corinthian Capital you got there. Some things: - These capitals are made out of stone, so they need to be solid. I would recommend adding thickness to the backfaces of the leaves and other hanging elements as not to seem they're just dangling from the main body and are actually part of it. - The grooved…
It was an experiment and learning experience for me. I was trying to keep the WoW feel but with more realistic textures. I should probably go back and add some exaggeration to some of the details to fit the WoW style better (like the wood you mention). I do plan to keep working on this more. Been a little busy with moving,…
Ah, okay, so I did the first step with modifying the properties and it definitely is faster than going to each piece and rotating them individually. Lesson learned: make sure pivots are set in stone at the modular blockout stage, because changing them later causes your static meshes to change position inside the map. (feel…
I think you're missing out by not matching the textures/materials from the concept. The brick/grime has a nice contrast in the concept, where the stone is easy to read and has smooth low contrast colors which makes the green mold/grime pop. You should also try to pull the same colors it has for the fog and water. The video…
hey i think this is getting better and looks really good but there is still room for improvement. What i would change or implement: -more rocks in the landscape, maybe height levels with "rockwalls" -height differences in the village(Buildings) -more flowers with a higher contrast(maybe red) -less brightness -a second tree…
In your reference, the rocks have much sharper, much more deliberate cracks and separation. I would aim for that. The ones you made seem much more like old stone walls rather than a natural rock formation. That's what it reminds me of. A good way to achieve the sharp cracked look is to start with smaller, geometrically…
@Robet Berrier Next thing I wanna do is complete Hearts of Stone in Witcher 3, I'm joking :) For the next project I want make an game ready asset based on concept art, still searching the right one though. I think it'll be like an exercise. Hope it will be more fast than create a whole scene from scratch. And I have some…
Looks so much better. The tree is really in need of some loving. Look at how they drew the branches, it looks real nice. Don't to afraid of the triscount neither. And change the blend mode to something else. 1 bit alpha is obvious 1 bit alpha. Love the ground material! Just remember that the reflections and spec is much…
This is a really cool environment! The big three things that I think you are missing from this scene are the three that make the concept what it is IMO - the Crystal shader, the lighting, and to expand on that, specular. The concept has this really nice polished stone feel that you should aim for with the specular. In…