Hey everyone, thanks for the great feedback so far. I forgot to mention in my first post where the concept is from, it's a Guild Wars concept done by Jaime Jones. Adam - Thanks, I'm glad you liked my other stuff too. Crazyfingers - I'll add the skin detail you mentioned and try bringing out the boils with geometry. I…
1st, No one cares how optimized your high poly is or what its poly count is. It only has to look nice and smooth. 2nd, The Texture looks stretched (because it is) textures don't always need to be square. 3rd, The lids are uniquely unwrapped but are missing any kind of unique detail. Looks like the ribs are going in not…
Nice suggestions so far, keep em coming guys =) @vj_box: Agreed. I have decals on my to-do list. @DaarK: I have that game and despite it being so bad the environment art in it amazing for a PS2 title. The bar in the game is slightly different from the bar in the movie though, but it serves as great inspiration specially…
Looks good. A couple things (from a guy who used these in the field) The rubber cups in the back are generally flimsy and cracked rubber. Your concept picture has them all nice and shiny, and hard to tell what surface they are. They are also not sharp or hard edged as in your model...they are soft and rounded. I would also…
sub painter. has a baked lighting shader... but it only works with metal/rough. Which is a bit counter-intuitive. Maybe a custom one can be put together for spec/gloss though.
I don't know much about Rayleigh scattering effect I'll study it. So wherever we have Rayleigh scattering effect we should use coloured spec to convey the effect is that right.
@fearian - I will place a little blurb at the beginning detailing what the environment is and how it is to be seen. @lennyagony - I've always struggled with lighting. I will work on it for this project in the WIP thread I've got here for it. It will be a few days before I can work on it though :/ @snader - As for the oil…
AtticusMars: Thanks for going to the effort of illustrating your suggestion, I ended up going with your solution, there was room for a higher tri count and in the end it was probably better to have more geometry defining the edges of the stones, the lighting issues were greatly minimised. DrEnigma: Thanks for the help! I…
I see a lot of straight lines too, but then I see a few areas that could benefit from an irregular shape. Things like the wooden dock and along the roof lines. A little geometry to help break up those straight blocky shapes will help. It's something a lot of people don't do right now, often out of paranoia that somehow…