Does the playable area look like Minecraft? You might want to make the skybox art match that style, using block-based cloud fx. Anyhow, I would approach it by making a 3d sky scene and placing the camera at a high altitude. For example (created by someone else in Vue):…
Looking good man! The only thing I can see on first sight is that the geometry could be a little more detailed than is now, a good blend between normal map and geometry that supports the normal map is best in my opinion. Also I think you used NDO for the normal map creation? as i see jagged lines on the the ceiling fan. so…
A breakdown showing your current wireframe and textures would help us provide useful feedback. Currently, the positions of the lights don't really make much sense - I'd expect the ones on the bottom to be at the top to provide actual illumination. I'd seriously tone down the middle lights - as it is they provide a bright…
The number of polygons really depends on the piece's size & importance. If it's an unimportant piece of background clutter, then 1500 might be high; if the camera is going to zoom in on it for some reason, then you might need 10 times that many polygons. Determine how large it is going to be in the scene and set up the…
I just want to point out two (actually three) another issues. Maybe you should start with fixing those before going any deeper with texturing. Your lowpoly models are all hard edged, this is why the lowpoly wireframe is visible on your normalmap. That could work, even if its really not recommended, but then at least you'd…
@Gobliness- Yeah i think you're right :/ I was trying to be cute with it I guess, but the shape does need to be cylindrical. Thanks @Deathstick- I'm uploading a wireframe for you. I'm doing this for a class, and i was told to keep the bottom faces, but I'll ask the instructor if thats necessary, cause I see your point on…
True that, thanks for the suggestions! I currently have what I'd consider my best work up, though I definitely want to go back and get some more renders with wireframes, texture samples etc. Right now my main focus is to simply make more stuff, both full scenes and individual assets, so I'm getting there little by little.…
That wouldn't be too hard to do, all the fully textured renders are .tgas with an alpha channel so they shouldn't have any edges. The only ones that would, would be the wireframes, they are just screenshots and I thought I masked them off pretty good, I guess I missed some that you are seeing.(can you point them out…
Im not a character artist so I cant really say professional critique on your work, but...Your highpoly models looks really good and detailed to me, but unfortunately the lowpolies arnt really give back that detail level on some of your characters. Maybe just the lighting or the specular isnt the best. Also, you should show…
It's quite hard to read the surface to pick out any errors due to the flat looking material you are using. If you present the model with a high specular material then it will be easier to read the edge width and spot pinching that could cause you some baking problems. Here is a nice mental ray material that can show your…