Thanks for the advice man, after looking through some fairly creepy sites, I managed to find this set of images for an underground tunnel that I thought looked pretty cool, and actually fairly simple to accomplish, but i can add enough to make it look cool. Uploaded with ImageShack.us so yeah, not my only ref but just…
You could probably do with baking some AO to the vertices and also add a few decals, also the stones and wood still look quite noisy. Hope this helps - http://wiki.polycount.com/ModularMountAndBlade
If I'm understanding this correctly, you only used a albedo/diffuse map for everything here and no normal/roughness/metalness? If so, I would learn how to texture properly in a PBR workflow as that is what will be used in a AAA production. You never want to handicap your work with excuses when presenting. If you are aware…
I like your reference a lot. What strikes me is that the house looks a bit flat. Maybe you could add more geometry to make the silhouette more interesting. Making stones and wood beams stick out. I read this great article about housing, i'll have a look if i can still find it. It also talked about adding geometry to define…
For sure you have already seen this http://oldwiki.polycount.com/ModularMountAndBlade ,but i put it here anyway because it is a great reference and tutorial. Good luck!
Ok so since i last posted progess as been steady but slow. Small things here and there. Still a lot of planning being done in terms of layout and construction to maximise full textures. Been snooping around CS: GO.... its awesome btw... and looking at the textures there. It has given my quite the food for thought and has…
We have many resources on this subject. These links should help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/Texture_atlas http://wiki.polycount.com/wiki/MultiTexture