I'm not sure if anyone else has touched on this, but I would recommend toning down the AO blacks in your diffuse textures. i.e. your AO is too strong and no matter what light source is placed in your level, those areas will always be black. AO used to be a pretty big part of the diffuse but I think the industry in general…
Tigerfeet: I don't ignore anybody's feedback. I appreciate anyone that takes the time to try to make my stuff better. I did start sculpting a roughed up version of the base, but didn't get it in for this pass. I wanted to get a diffuse and spec on there before I did my final bake so I could troubleshoot anything else that…
the tiling of the wall behind the door is very obvious... also you maybe want to try emphasizing on the light of the chandelier, rather than the diffuse backlight?
also, the chipped off spots wouldnt be as specular as the smooth surface. u should even tone those spots down on your diffuse a bit to give it more depth
It's looking very nice. The texture seems very uniform all over in terms of diffuse. I suppose you can defeat this with some nice lighting and maybe a bit of vertex painting, and maybe a broken hero pillar or something. Anyway though keep up the good work.
Alex3d: With an asset like this that will be instanced many times in the environment, I didn't want the chips and diffuse information to be the same. I plan to rotate the pillars so when you look down the row of columns they all look like different meshes. This wouldn't be possible if I stacked the UVs and the repetition…
Yubbie, thanks for the feedback. I agree, I will definitely do some environment effects once I get the scene complete. I just did some quick lighting, I will do the real lighting after I get the light source meshes done. I will also play with the colors to get some different looks. Right now the color of the stone is…
Thanks for all of the feedback. I hoped I would have had more of an update this morning, but spent most of the morning fighting memory crashes while trying to bake out the column. I ended up using xnormal instead of max, but I am not sure I am happy with the result. I may decimate the hipoly more in zbrush, then try again…