First crit would be to host ur images on an imagehost. 99% of the time I dont even click the thumbnails just cuz I'm that lazy.. Try to exaggerate ur shapes, keep it more low poly for ur first blockout and work from there. i.e. the roof parts are straight which should have a curve according to the concept. I also think the…
Lots of possibilities as mentioned. Here's another one that might work for what you want to achieve. Add a few more divisions and overlay the uv shells for each section of the roof on the same tiling texture. This way you can get the benefit of a tiling texture(nice texel density), and also make sure there's minimal…
Hey guys, sorry I've not been around, I've been trying to work up a storm. From now on messages will be concise. Here's the newest ver with the log and replies below. Log: - Roof and roof runner remade (added geometry and changed texture) - Altered fireplace - Added soot to roof and top of fireplace - Added scorch marks to…
Jeff Parrott > Totally agree :) I intend to add some unique props to this Inn a bit later to give it a bit more story and character. For now it remains pretty basic just to work on the basic textures first, to get the overall mood of the town/environment and all. But I know what you mean, I don't give enough credits to the…
Make some decals to simulate stains from rain (particularly on the roof, below the windows etc.). The roof is too saturated in my opinion and looks too clean. I also find that the building looks way too blocky, add some extra geometry on the corners and add noise (manually) so they're no longer pefectly vertical (you could…
Nice stuff, Harry! I think you did very good job with loy poly, and AO really adds to the scene. Can't wait to see some texturing there! As you mentioned alphas, maybe add some of the alphas on border of terrain, just to get a little of that grassy feeling on edges on terrain? Maybe you could break up roof on tower at…
Hey guys! So I'm not a regular poster on here. I don't tend to share a lot of my work, but this is a new attempt to start getting some feedback and put my work out there! So over Easter I wanted to challenge myself to build an environment in 1 week (Monday-Sunday). I finished this scene last week (Easter Sunday actually!)…
Hello everyone :) INTRO: For my entry in the contest, I'm going with a throne room combining natural and sci fi elements. I hope this thread will be a good learning experience not only for myself, but anyone else reading it. Feel free to add any constructive comments and ask any questions you may have. GOALS: With every…
Puddles would help (doesn't look like you have an actual gutter, but the road could curve upward ever so slightly), or have some dry and wet areas in the frame like you wrote, with the wet ones being darker. As far as I can tell after a quick search, you can't do that with roughness alone as it doesn't account for…
Hi! Very helpful to have those references. I would say in both of those images the corridor leads towards a more open room, with light coming in from above. This gives some focal points and makes corridor detail silhouette against that lit area. I don't know do this best in Unreal, from what I remember there are quite a…