Looking really nice so far! Very organized and clean. I don't really have much to crit regarding the modeling itself. (: The main thing I see lacking is lighting. I'm not 100% positive if this is at night or during the day; I write this assuming it's at night: I'm noticing that there is an overall blotchiness and…
i dont know if this is past or current generation (and my criteria in this circumstance is if the engine is using normals and spec maps, a rather broad comment I know.) But if you can use normals, do so, and on that note; your diffuse maps have too much lighting info already baked on them, particularly the tiling wall. You…
Ok so, Brought the water level up, got reflections on the rocks under the bridge, darker background, fixed spec on the archways and walls, and added bloom lighting. Hows it looking now? Edit...Just realized Vig updated his crit and brought up a few more really good points about the scaling. Changing the scale will change…
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…
I'm just now getting back into the swing of things on forums, so forgive me if i'm bad at this whole posting thing. But... I like the feedback these guys are giving... it's good stuff for the most part. Someone may have touched on this... and a lot may not agree with me. But i noticed you're mapping everything to one…