I think you should push your window'd wall back a bit and add in the wrap around hallway like in the concept - it'll add some much needed depth to your scene
aww, to bad to hear about the tower, love that concept. On the hammer, maybe you could paint in some AO on the wood where the metal parts wrap around so they feel more attached?
Sorry, no spec yet :P just a regular ol' Blinn shader for right now. I tend to do things like detail normals and specular after I've wrapped up the diffuse.
It also may be the viewport. I agree with Autocon on the vines, instead of a single vine wrapping up it would be neat to see smaller vines that branch off slightly. The high poly looks fantastic
Nice, I'm sold. Good job. EDIT: Does the lighting model differ anything else besides the Blended Normals? No wrap around half-lambert stuff going on? Differing Ambient lighting?
Ferg, Slum, Quokimbo __ Thanks for the supports. Hello I got the parts done, including all the big and little houses, and next I gonna start UV wrapping and texture them. Enjoy.
got a busy schedule currently. danish contract that needs wrapping up, with 2 vehicle models, each of which will take me at least 2 weeks. and then i'm programming a game in XNA as well.
wrap a script around the export process, something like scaling it up by 100x before exporting and then export using the FBX plugin and its current settings. After that scale it back to what it was before.
Nice, especially like the leather jacket design. Agreed on the boots, creases are too many and a bit too strong at the front, looks like a similar situation with the elbow wraps too but in 360 degrees.