Been a while since I've posted an update, but here's the latest and greatest. I've changed the wood pattern to one with a more distinct grain and richer colors. The layers of dust on the top were increased and I threw in some finger marks to add more character, as though someone was clearing the dust to check the condition…
The poses on your characters look good. Getting good at modeling and texturing takes many years (at least for me). If you'd like immediate results, I think what you can do to improve right now is to get good at lighting, rendering, and presentation. Then when you're practicing modeling and texturing, you can augment your…
That looks really nice! I think right now the contrast is a bit too high. Maybe a few lights with low intensity or bumping the GI might help to get rid of the dark shadows. The rock sculpts are amazing! How did you do those? I'm having a hard time to create that layered look. I'm looking forward to seeing these ingame!
Slight improvement? Added more geometry to the curve of the tunnel, dimmed the lighting down a bit with some colour (too much colour?), added some grunge to the ceiling and right side..... still working on the left side. I'll probably add some more geometry to the left wall tomorrow, and add some models on the ceiling like…
Nice start! Here's my take (beyond what you've already heard): What's your story? Why is there almost no furniture? What's in the boxes? Why are drugs out in the open? Why is it messy? Do they own a trash can? Why or why not? You don't have to answer all the questions, but it's the sort of thing you should consider when…
Thanks guys. Alberto, I'll keep adjusting the specs. They look better in viewport shaders, I think, and I haven't done any lighting or material work yet. I don't know if it needs UDK fiddling, or serious readjustments. I still might go back and make major changes once the environment starts coming together. Hughie, I'm…
What you did there with the normal map... DO NOT DO!!!! The wear that comes with age like that would be in the spec map. Sure some tiny divots from being hit by objects but that's all. But those are not needed to get the effect that you posted as your reference. What you need to do is pull back some of the wear on the…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…
Hello, here
i want to show u our university project and I want to upload updates
step by step, to give u the chance to see what we are doing right
now. Also I love to read your critics so I can work on these problems
to get a better result. Short
presentation of the project: Like
I said before, this is a project of my…