If some of you guys don't reconise this then I failed.......Epicly. My first effort at a largish/ambitious enviroment peice for 'next gen', had fun as well as a whole bunch of frasturations working on it, but learnt bucket loads which is the main thing. :) Feedback welcome. Regards, John
Ha ha ha this looks like a really fun piece man. I think if anything, push the lighting. It has such cool shapes that you could really create some nice dramatic shadows that could really set this piece apart from others. I see that you have a background picture as well, maybe use that to judge where the lighting is coming…
Just posting because no one else has stated the obvious yet. Put your polys where the players will see them. You have so many polys at the top of those 4 collums that could be spent at the bottom. Given the size of the asset, chances are a player would have to be pretty far off to see that angle, and then the detail is for…
add a second, unique, unmirrored UV channel and bake ambient occlusion, that will help making the whole thing feel more consistent and solid. stronger shadows will help too you have distortion on the middle part of the floor, it's way too clean too, add stains and stuff like that.
I think the thread title is confusing people... anyway, good piece, I like the detailing on the reliefs. Did you use crazybump or something similar for that? Having shadows in the piece would make it even better (the lamps shining through the gates and casting shadows would be great)
clean too clean, please add decal layer for extra non-cleaness plus some of youre trim peices woulb be better off normal mapped even if you still add geom for the sillohette, HP-LP will give some free AA and help with fizziness of parrellel lines
looks like a solid piece of work. Things i recommend here are, Adding a lightmap,if this is really for the nextgen spec.You need to unwrap the second uv channel and bake the lightmap with the occlusion in it. Add more definition in the diffuse texture,more dirt,leaking and variations. Model damages to the asset,as it looks…