Looks great. Two things that jump out to me: >Your materials are geared towards a very realistic look but your geometry betrays it at spots. Everything is very geometric and has lots of straight lines. If your geo count can afford it, try to break these areas up a bit. The building on the right will be ok, but your garbage…
Good work, I'm going to mention the things that sticks out the most to me: 1. The ceiling, It is way too bright, and to me sticks out like a sore thumb because of it, I thought it was the default checker pattern in UE4 at first. I would replace it with wooden planks or at least break up the repetitive nature of it by…
That damn cobble path will be the end of me haha. I'm not a big fan of the idea of placing a ton of cobble stone models by hand (tried that with the bricks and gave up XD) on the landscape, but maybe I can see what I can do with adding some normal maps to it and possibly cutting up the cobbles into smaller fragments/closer…
@Sebvhe Thanks for the feedback! I agree with he comment on the 16:9. For now this isn't really working well since the extra space isn't used at all. Even in vertical format it wouldn't work fully as I still miss a lot of things which make the concept more interesting (puddles, rain, moss, papers on ground, ...). For now I…
Here is another project I am working on, the Han Solo blaster. It was the final project for one of my classes, but I would like to continue tweaking it. Here is a link to the reference images I used for the gun (it is the one on the bottom of each set). I am finished with the high poly, though I still need to tweak the low…
If you do get a chance I'd love to hear your thoughts on this. I really appreciate you taking the time to do what you've already done. When looking at the plaster wall assets it seems as if you went in and modeled the stone/brick patterns out with just base rectangular shapes (mainly in the upper and lower trim elements)…
@nikosbn The last image looks just a wee bit different compared to reference, but still looks really nice, lighting wise! I feel like contrast you have between plaster/paint and bricks is a bit too strong, but that doesn't depend a bit on what kind of style you wanna go, it still does look nice! And yeah, the roof thingy…
Sircalalot-Cheers. I tried hard at the textures. I think the thatch is my favourite. The ground texture was made with Maya Substances. Something I hadn't used before. Comes in bonus tools and they are wicked. And I blended the mud and ground texture in a UDK material to create the river bed. But most of that work was then…
As mentioned you can vert paint nanite meshes, but you have to "apply" the vert paint which will make every instance of the mesh in the scene take that exact vert paint (any different vertex data breaks nanite instancing between meshes, ie be careful with spline meshes as each segment is not instanced and so on), so if…
Hello, some feedback from me on modular elements: - I don't know if i understand correctly but are you using one unique material for each modular piece? better approach would be to make one tilable material for white plaster and one trim sheet for all wooden elements, it would seva on performance of the scene and you can…