Really comin' along. Biggest weakness right now i'd say is the foliage, not the lack of diversity, just the hard edges on it. You might consider switching it to translucent rather than opaque. Other than that some decals would go a long way to break up your terrain, especiallly near the rocks. One of the most crucial…
Would love some feedback on my spaceship that I'm currently working on. It's inspired by the " Spacecraft take off - design concept" by Thibault Girard, https://www.artstation.com/artwork/AN58N, and has been adapted with the stylings of Star Citizen mainly following the design ques from the manufactures of Kruger…
It has started to look good!! the pink car Is looking a bit futuristic though at least the backlights are. Also noticed the bar look very clean compared to the concept U have provided which looks more grungy. Maybe this material might look better and maybe this level of weathering Notice the damage on the corners. U can…
i've made a few changes since the last post! - changed the lighting again - added some wallpaper as geometry. Let me know if this looks bad as I'm undecided so far haha - Added more decals/water damage -added a few more assets. - added dust particles Next Steps - add more decals -make cobwebs for the corners - cracks in…
Turn up the brightness of that sun a bit more, too dull considering the sun height and lack of clouds. The pillars holding the arch up are begging for details to have engravings on them or some sort of continuation of the trim around the arch. Get the colour of the grass, average it and use that as your landscape texture…
Multiple ways to approach this. The biggest savings is from overlapping and mirroring UVs, so you UV just one side of your escalator, then re-use the same UV for every side. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring http://wiki.polycount.com/wiki/Modular_environments You can also use tiled textures, and…
@Larry Thanks dude. The only SVG I used is the symbol on the center . With this technics I can change easily with an other one. The rest are created 100% in substance directly. About the decal question , yes I can create an alpha only with the center and use that as a decal. But I choose to create 2 texture to have a…
it looks like your assets are all pretty nice but i'm missing a really good lighting and maybe some more particle/decal based effects to take it from "cool corridor" to "fantastic story piece". you got the technicallities all figured out now but now think about environmental story telling. some blood leading to the end of…
bsp's are not too bad to work with. I just think I'll probably get better results if done that way. Thanks for the help. As for the spec and nrms. Just did really quick to so not to be just straight diffuse. Was going to go back when I update the textures and make new nrm and spec maps. Your totally right about the…
I'm working on a map for a VR tank-based combat game, and am trying to blend building assets with the ground (sand and concrete) so as to not look unnatural/just plopped into the scene. I've used sand/grunge/dirt decals (as shown in the pic) to try to achieve this but decals can only do so much, and they are also impacting…