Despite the default icon, most of us don't bite - really! The load times seemed slow for me as well, so you might want to try it on another system - a friend's computer, or a library. I'm a little curious about some of your design decisions for the pirate's aircraft. Tail-draggers (more properly known as "conventional…
This scene is meant to be the primary focus of my demo reel, for graduation as an Environment Artist at the Art Institute of Vancouver. The focus of the scene is of the bedroom of a DJ and Graffiti artist. The feel of the room is very urban modern, with DJ and graffiti equipment, and graffiti art on the walls. I am going…
Nice showcase, but I think you could put a little time into the "Market" ribbed roof. It seems so flat without any specular highlights for something metal that is bent. The sand bag texture could shaded more with creases and visible stiching seams to make it more realistic. Another thing about the roof is that the build up…
Awesome concept and a really nice low poly project. I really like your block-out so far. It's got the correct proportions and has a nice poly allocation in terms of it being a reasonably low-poly building. Only crit i would give at the moment is that personally i feel like your roof is very flat and square compared to the…
Looking like you've measured out the spaces very nicely! I'm curious how you accomplished this. Now I'm not sure exactly how far along you are--and therefore what you already have in the works--but the first things I noticed missing from the roof are: It also looks like the tiles were originally laid to be a uniform color,…
Textures: Long time no seen... I was trying to put everything together in the scene to have feedback about how the plants and everything is going, so I had some textures I have been working on Brick: ref: Roof: ref: Plaster: ref: Wood: Grass: The Grass I overcomplicated myself doing the sbsar here but with the performance…
I wouldn't mind getting multiple opinions on how to go about modeling the sheet metal pieces on the roof of the clock tower. I thought of doing it two different ways. One, modeling individual pieces of bent up sheet metal, UV'ing them and combining them in to a group to form one quarter section of the roof. Then I would…
The cab seems slightly large, and the "A" pillars fromthe hood (bonnet), to the roof seem a little too thick. Not here, how the roof is not flat, but slopes gradually up as it moves back from the windshield. Here's a Blueprint image showing the relative tire size compared ot the fender and the windshield. The body though…
So created the different roofings yesterday and added them to their houses. I will probably do some more variations later on and am also thinking of making a material for the roof material. Would love some feedback on these as it seems to be a difficult thing to make it look really nice. Looking how they usually look in…
I think the layout works well. It gets straight to the point. I think the weakest piece is the OTT concept. The Modeling is solid, but the textures are really flat. I think with the floating island scene, you could really bring it to life if you made the material edges(particularly the grass) less uniform. I would think of…