This building seems really under-budget polygon use. You really need to take a closer look at the Crysis 2 levels. This currently looks more like PS2 budget. Collect reference of what each thing in this scene should look like, and treat them with the attention they deserve.
@cgmentor: thanks :) @cholden: Thanks for your post cholden, I'm glad you like the new direction! And as for the link, amazing! And you'd think I would have seen it already, but nope. Total fail. But really super inspiring, and awesome models. I'll keep working :)
This new building is a great improvement! If anything, your willingness to use feedback in totally redoing the building while jumping right into udk is worth something. This conceptual update looks like a good direction. Keep on truckin'! Speaking of truckin', I'm sure this can give you some inspiration,…
Hey I'm finally able to start working on this again. I want to finish and submit it as soon as possible. This is the updated cab: and now I'm trying to make a modular building... something I've never done before. Can someone help steer me in the right direction? Here's what I got so far: the geo on the left are different…
Kenworth Water Tanker It's hard to say for certain without matching views, but it looks like you could drag it out a bit (a bit narrow width wise atm), as well as the tires look, though only blocked in, are running a little wide up front, though that may only be because of the squished horizontal-ness of the tractor. Edit:…
My first advice would be to check some reference pictures of broken buildings. Right now it just feel like polygons with texture on it. Walls don't break in straight line. Glasses don't shatter in the same way that the window frame would do. Is this broken pillar made of elastic brick? Short version, just look at loads of…
Your truck looks way off buddy, the head light area is dragged down too far, you seem to have forgotten the bumper. When I go to model a vehicle first thing I do is try to find the blueprints on a site like the-blueprints.com, and then set it up in viewport and trace initially. You can do that at least with your front view…