Two things that stood out: The brick wall is just one big texture. I'd have been more impressed if you had made it from tiling brick, decals etc. Your cartoony dirt texture repeats horribly inside itself. It looks like you've taken a small section and then copied it around.
This whole thing looks pretty awesome to me. All the little animations and particles are really telling a story. Are you using Unity for this?? I can't wait to see this done. Also, how did you get the "caustic" type effect on the ceiling of the cave from the water below?? Some sort of moving/morphing decal?
Sorry for not replying in so long! I've been pretty busy modelling and setting scenes up for the short. I'll be doing some test renders and posting them here. Also, does this gradient set-up still allow me to use decals or texture files, or do I have to choose between the two?
Very cool! I'll fiddle with this myself in a little bit. Kind of reminds me of a cool fake I came up with using cubemaps to create decals for "holes" in walls and such to create the impression of seeing through to the skybox. I reckon it would probably look a lot better coupled with this approach. Keep up the good work!
@dudelan, Dagon, Mospheric. Hey guys, thanks for the words of encouragement. I got around to working some more on this over the weekend. I mainly just messed with lighting and atmosphere. I plan on putting in some more details and doing a final texture / decal pass when I get some free time.
Still moving forward. I worked on the road/sidewalk today along with a few other random things like adding more decals to the boxes, adjusting the levels, adding a plant in the foreground, and a whole list of other random updates. Would love some C&C as I try and finish the project this week :) Thanks!
Canary yellow..:poly127: Construction yellow :poly121: more like a dis.:thumbup: By using yellow as your accent color, you've lost your ability to use the typical construction yellow/caution striping as a separate element. You should consider making an accent color, and keeping the yellow for your decals/caution fixtures.
I was going to make tiling textures with substance designer and then apply them to BSP blocks. The room is just flat walls, so I think it would be easier to do that. I could then add in variations using decals and stuff. For my first environment it seems simpler than messing around with tiling walls and floors.
Looks good. The place where the water fall meets the ground, the tiling of the brick seems to not match up with the water catcher. maybe some grass could cover up the seam. But u are definitely just tweaking what is already pretty solid Oh sand decals and weeds could really add to the realism of the scene
I guess I should've watched Episode III again before I started, not only is this ship on the cover of the DVD box, but it plays huge part in the movie. The first like 8 minutes of the movie is all this ship, then it shows up in maybe 3 more scenes. Anyway I added decals and some dirt.