Tiling. Use noise overlays with different scale. https://www.youtube.com/watch?v=De8DUod26Mg These tips can be applied to about any shader environment, blender, UE, unity or whatever. Also I'd improve on lighting. It all looks almost unlit. It seems dark, so go dark. Make sure you have some nice normal information and let…
I separated the image first so I can get a full breakdown in terms of terrain and textures for the temple: [IMG][/img] Then, blocked out major material groups in max: [IMG][/img] For this, I'll be using Unity Building: - The roof: that really is just made of two parts - the middle parts and the ends - I'll see how far I…
Tul_ > Thanks! Yeah I know what you mean. I thought about it during blocking and tried a few variants with more height and I found that it was mainly stealing the focus from the flying runic stones so that's why I ended up doing something quite flat. Plus the FX and vertical magic beams will help add height and depth I…
Thanks for the feedback guys! I started modelling this in mind to be higher poly than what i would do for in game. Just a little fun project really. It can actually be easily optimised for in game. In the previous released games i worked on the company was big on chamfering everything, its stuck with me! haha. The wood…
No problem dude, happy to be helpful. :) Well the choice to build "modular" components or not it depends on the type of environment you are working on: in certain cases although you want to have meshes that can be repeated in the environment (like rocks or stones or trunks, light poles, etc.) they don't have to fit…
Well, I've got a few new screenshots for you all. The most notable change is the lighting. I knocked back the lights from the lamps, reduced the effect of the volumetric fog and tweaked the post processing color grading. I also changed the directional light back to stationary. I had this previously set to static. There is…
psychoticprankster__Thanks dude. whats_true__I got some close in shots, and hope the models will look better with textures later. man_o_mule__Thanks. I think I will break down the scene after I finish everything, so it wouldn't look so messy. (this also might answer the What_True's question) Dippndots__The scale of the…
On the first two pictures you posted you used the same texture on the flat and vertical face of the stone ground which looks awkward. Also the sky box is really close up to the scene which does not look right, and the final critic is the lighting is awful or lack their of. The whole scene is flat, you placed multiple lamps…
I would suggest showing off small things like bricks or stones in larger groups. It's pretty easy to simply rotate or flip objects to make it appear as if they are all different. When I first saw the brown brick I had no idea what it was, but if you had put a bunch together to form a small wall section you would have…
Looks good, but you use a soft brush preset too much, which is giving this photoshop style you dont really want. This is most apparent on the first rock texture. Doing a smooth painting and sharping it is not the way to go. Use mainly a hard brush, like 95% and soft for lightness variation maybe, but not to paint shape.…