have to agree that the lighting setup you have right now is losing pretty much your entire scene. right now all of your main props are pretty much all hidden in shadow and the bright white light is the only thing that shows up. I know you want to go for a dark/stormy feel to the scene but if you end up losing all the…
Sup Jimmy, hate to give crits so late in the creation of this thing, but here goes anyway, i'll try to reccomend some stuff that wont take too long to create. I really like the tight angle shot. The lighting works, nothing competes for attention and the scene looks flushed out with the various cool horns you've created.…
cool cocept man. Looking at this though the construction of how you are doing your texturing is not really feasible for a game environment. your texel density is all over the map. the pillar takes up more texture space than the entire floor. also its larger than the walls too. if it were to be in a game it would appear so…
I'll agree that blue flames probably look cooler, but they don't look more evil than a greenish/yellow flame, in fact it could almost come across as the opposite. A really gnarly green/yellow could bring a lot of interest to the braziers by just looking a lot more odd/creepy. I'd reduce the amount of glow on the flames by…
as far as filling out the left side, i'd throw more icicles in. Just tons of icicles covering that entrance, like icicles coming out of icicles to make the outside seem really harsh. Don't be too symetrical either, i'd have the icicles reach the ceiling on the left side of the cave entrance and kinda run to just the tip of…
Jim I like the way it looks much more than before. Texture resolution looks better, the altar looks immensely better and the differences in value help separate everything much better. That said, I want to touch on the cohesiveness of the textures here. I see that the wall are made of rock, as if this was once a cave that…
Hey Guys, Thanks for the continuing interest in my limping project here. For the previous shots, yes everything was basically a photo layed into photoshop to just get a general feel for the materials comprising the temple itself. Kevin Johnstone said the cut, rough rocks would work for Crom, so I went with that. As of…
Hey buddy 3 things! Runes - soften the hard blue outline on them, have them gradiate a bit more instead... it'll make it look less CG Oh! They should be glowing THRU the blood too :P cooool Blood - I'd blacken it more. Even fresh blood on white floor still has a blackness to it, and is less saturated i believe.. check out…
Think overall your headed in a good direction but you should definitely increase the polycount of the project. If Adam is right and the limit is 200,000 then go to it or a lil above. You can always fix it later. ENOUGH TALK!!! - Conan The Destroyer