Then unheard of bloat, bugs and breaks would ensue. Be interesting if they did it modularly. Just install as you need without the hassle of un-needed bloat.
Lighting is definitevly better, but there's something about it that makes your scene look like a cheap 3ds max render. It would be great if you could show your lighting setup in more detail; that will make it easier to give you decent tips. Personally, I would probably skip the overcast look altogether. I find it extremely…
Hey Brad, off to a good start. Continuing what we talked about last night: First and foremost, check your reference regarding roof structures. If you can show me a single perfectly flat roof amongst all of those shit-houses, i'll buy you a coke. It is a very temperate area, and rain and runoff would constantly be an issue.…
Don't bake your building texture from an existing model. You should use tiling textures. If you want to pack multiple textures into one sheet, you need to create the sheet manually. We have tips here http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Texture_atlas
Maybe check that. https://www.artstation.com/artwork/ONreJ?utm_source=launcher&utm_medium=chromium&utm_term=spotlight&utm_content=ModularIndustrialEnv&utm_campaign=communitytab\ Subject is rather different but there might be some elements of answer in there.
I was about to mention this before I saw your post. Good call! Another thing I'd do is extrude some of those roof tiles out to add some depth. This will help quite a bit since the player will likely view them from below. Blizzard does this quite a bit in Diablo 3 too. Check out the rooftops in old Tristram for reference.…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
I guess it all depends on how it's gonna be seen in game. If the player will only see this from the ground focus your detail on the gates, wood trunks and obviously terrain and foliage. If the player can, however, walk on that bridge up there effort on the roof is justified as it could be seen up close. But I second…