Here is my ingame wip on a ceiba pentandra ... My main concerns are about the shape distribution of the foliage to get a realistic look ... http://img192.imageshack.us/img192/9111/kapokshape.jpg this is a test of less foliage density on the texture on left and more on right ...…
Personally, the details from your sculpting are fine. Maybe tone down a little the areas I circled in red? It's more about tiny realist details from your materials that bothers me a little. I would go all the way stylised. Just my two cents though! Cheers! :)
As some would say: less is more. I myself have an affinity for low-poly content. It's easier to produce and helps reduce performance issues. Sorry if it doesn't fully correlate with what you're saying but I do think that small games can be successful, even with a less realistic art direction.
Great work. The textures on the stone work are great. Very realistic. The roof is such an important feature and I think the concept nails it. Try making the circles in the glass larger and maybe the metal used to create the art thinner. Uploaded with ImageShack.us It technically makes no sense for the metal circles to not…
Rock sculpt from last night, thought that I might as well make make a low poly version and bake some maps for practice. Relatively happy with the result, although I do need to look into applying a more realistic diffuse texture to the rock. @robertg Thanks for the kind words man.
Started the challenge today. I am going for a more realistic version of the scene, rather than sticking with the Warcraft style. At this stage just modelling, not UV'd anything, so lots of errors with the lighting. I am making quite a few changes to things to make it sit into the style I want to go for.
Watch your graffiti placement, it's very colourful which means that the eye is drawn to it making it hard to get a good composition (could desaturate a little) also realistically the graffiti would mostly be human height, i.e. not much more than 6 feet, the graffiti on the crossbeams doesn't make much sense.
Do you have a general breakdown on your textures in terms of the layers/groups of layers? For myself, I feel like I'm still behind on what it means to properly approach realistic texturing like this and I wonder if it's because I'm not approaching it with a relatively standard template of "have these layers of detail in…
Thanks jStins for the very informative feedback, I really appreciate it. I feel like I'm almost done but there are one or two fundamental things I'm missing to make it look photo realistic. I'll keep working to see if it can improve and to work on the breakdown. Like always any feedback is appreciated.
@Brian "Panda" Choi Thanks, I'll definitely look into painting more specular in, along with the hue variance suggestion. Part of the challenge has been finding those boundaries where I need to stop being so realistic while still keeping a sort of a half pbr/half painted look.