This is really cool! I dig the colors and lighting. Something I think would help this out is fixing some of the UV distortion going on which is giving a few things a slight rubbery appearance. I would also not be afraid to add some more geo on spots like this: right now it looks very chunky.
For this assignment we have to create a building using modular assets that snap together. Earlier this year I made a game concept titled Spicy Jam so will be recreating one of the environments (the Subway/underground) for this project. I didn't get to make concept art so got advice to pick an existing train station to base…
Starting to reach the end of this project, and I'm now focusing on lighting, which I find really hard. All natural light sources I have are basically the torches on the walls, and that would make the scene really dark. So I've put a few point lights in certain places, and a few spot lights in the ceiling, all with a bit of…
[ QUOTE ] At my school they kinda drilled into us early that everything has to be welded and airtight, because of the previous unreal engine lighting...and my furniture really showed that my mindset was still there when making them. Floating geometry, or geometry "snapped" to each other isnt bad! From now on I will be…
Sorry for the delayed response. The AO slot only darkens the diffuse ambient lighting in Toolbag for physically accurate reasons. Depending on your lighting setup (ie: if you have a lot of direct lights) it may not appear to have much of an effect. If lighting the scene with only the sky light, it's generally more…
Off to a pretty good start, I love the ref you picked, awesome style. The textures on their own look pretty cool, nice work. Here are a few suggestions. 1) Door you can't get this done with tiles so some unique unwrap needs to be done. Probably float the door/step and pack them on their own sheet? You also need some kind…
What u have in both the early (cold vs warm) and the current versions is vague lighting. U want to create a clear, logical separation between the lit areas that would seem descriptive and feel inviting. Ask urself, if u just came into this tavern, where would u sit? hard to tell, right? it's cuz the lighting is indistinct.…
Well, the way the lighting works in the viewer, there are no "lights" persay. All the lighting comes from a cubemap(HDR Image based lighting). Now theoretically you could create any sort of lighting environment you want, but its a bit more of a pain to actually go about doing it(someone documented thier process a bit…
Lightmapping usually doesn't preserve high-frequency details like rivets. The UVs usually have to be unique for all the meshes in the whole scene, so the lightmap pixels get real large real fast. Unless you use gigantic lightmaps. What you could do is convert the normalmap into an ambient occlusion map, and multiply this…