Excellent info SF! To add one thing that SF touched on, trim your modules, sometimes only one side (keeping in mind you'll stack another piece next to it) it can be helpful to make the trim modules. Keeping in mind trim can be a variety of things like pipes, wire bundles, as well as classic decorative boarders. If you trim…
Quick question while im working here. I Made a simpler top molding and backed it. But i only did a segment. Should i copy the segments around the trim or should i connect them all and lay out the UV as a strip? Edit: Oh and thank you all for your time and helping me out. so far today i have baked the trim, found a nice…
That's not a bad thing, just have to be smart about it. If they tell you to add dirt everywhere they should also teach you the best way to do it and what to pay attention to. The green stuff isn't gonna do it, too jungle like. If you redo your textures and post them here we can go through that and add the dirt. hmm What I…
thats cool, imo it could do with some trim textures along the main edge and on the bridge. also the water isnt so hot, you could try reducing the opacity upping the reflection (and giving it a fresnel filter). then add some (10) layers of 10% opacity polys with a dark green colour underneath, this will give it a feeling of…
Looking so much better, yea! Crits: - It doesn't look like you implemented SF's modularity idea yet. You really need to get that working before anything else. - The Tiny balcony on the 3rd floor looks to be too tiny for a person to stand on, If you expanded over to cover the next arch way, that might work better. It looks…
Looking really solid for a first attempt, nice work! There are a few things that stick out. None of them are really all that major, but together they add up and end up throwing it off enough a player might notice something is kind of off. Crits: - The texture on the lamp stands need to look like its glowing. The version…
Since we're diving back into it from the ground up and not just talking about polish/lighting...yup it flat lined a while ago. I would also suggest watching [ame="http://www.youtube.com/watch?v=JJBNSDIOBXo"]this[/ame] and take into account their texture work and silhouettes. Especially when he says "we employ an almost…
Yeah now you're cookin. Thats looking great! Fix the scale issue and I'd say its portfolio ready. I agree about the post production adjustments. Don't go too far, but certainly use whats available in modern engines. Color corrections, bloom, DoF bla bla bla. I mostly brought up the texture, because its easier to tile…
Sounds like a plan, excuse my french if anything sounds mean. First off, you need to decide where this is going, old gen, next gen... Right now it's built rather old gen'ish, the bumpmaps aren't so hot and rather disturbing with their strength. Were you to remove the bumpmaps you'd have a working old gen scene, and it…
"if you think it's dirty... make it dirtier?" Jesus... Like SF said, they need to teach how to think about dirt and where/why it collects and the type of wear and tear elements have on structures... i don't know what kind of class you're taking. It may have been mentioned before, i'm at work though... so i'm not going to…