It certainly looks like WoW's style, but im not intimate with the games so I wont critique there. Howerver, the 1st thing that strikes me is that there is no focus. The train is in the foreground but gets drowned out by a lot of noisy details in the background, so the eye has trouble picking stuff out. I'd position the…
Ok lets start with the texure: The stone wall texture is far to "small", Warcraft is all about stylized and big shapes. So make the stones on the texture bigger. Also I would sugget to take a look at the MoP textures (or WoD if you have Beta Access) and try to match your's to them. The other textures are far to simple for…
Cheers Chris! I'll widen up the bottom a bit to beef up the stone. The intent is to get it in there. I stepped back from that because it was getting daunting having to high res every asset. So instead of mudboxing stone and brick for 12 years I think I might go with crazybumped painted/referenced textures and decent…
Neat work, love the shape language you’re using. These look a bit like they’re meant to represent monumental stone statues, but the detail level in some areas looks otherwise. Have you thought about carrying these all the way through to finished materials? I’d love to see more care put into the face, the teeth seem to be…
From my point of view, firstly decide whether this piece is purely decorative or votive. In other words the former could belong anywhere indoors or out but typically if the latter, then most often an object of devotion will reside in a purpose built covered shrine which generally determines what level of patina, to apply.…
This looks cool! I would love to see some weathering along the waterline, where the stone would show signs of frequent exposure to water. The roofing looks oddly unlit. The lighting feels strange and unnatural, strange to see shadowing on a painterly asset, with heavy fill lighting. I think this could greatly benefit from…
Hey there, I've started a fountain scene within UE4, and you can find the linked 2D thread here if you want to know more about the project. Now that most of my normal maps are baked and ready, I'm entering the mighty Complex Shaders Realm. I'm not yet very well equipped to deal with the challenges ahead so it'll be fun!…
So i recently finished retopologizing this model and knew that i was going to project some of the detail back onto the sculpted highpoly and bake some of the more very small details onto this subdivided low poly, the high poly itself is made up of multiple subtools but i wanted to make it the low poly one object so that…
Hello there, Mountainwheel Games is a team of talented developers who share a common goal of releasing the highest quality indie games possible. We strive to achieve this goal through hard work, cooperation, and communication with our fans and followers. Stone Rage™ is an online third person multiplayer action game set…
As far as I know the "deep" exr stores records of multiple hits a ray-tracing ray does when it goes through a scene for a single pixel . like two intersecting clouds and a wall . I t stores samples of cloud 1, then when it goes through and hit cloud 2 and then the wall/object behind . it can record layers and layers of…