Hello, I like it. Good start. You can add a new piece to break the corridor at some point. Maybe an entry/gate to a trash compactor (as in Star Wars) or an air vent. You can use decals and small props. Well, still plenty to do but the base you have is good. I agree for the red color, nice choice.
I could have sworn it looks like CE :p Anyway, it looks much better now. If you plan on bringing it in-game, then you can reduce the tiling even more by using decals. Although you can get rid of it by adding some nice shadows - trees would be perfect for that. They would also help you convey the size.
The grass seems to be growing out of the stone flooring, and it's also very dense. Usually, foliage is broken up more when growing out of cracks in stone floors where dirt is exposed. You might want to use decals or alpha masks to break up the stone floor with cracks of dirt where the grass would be. This is looking…
Yes, targas are good. They are a lossless format. For the wall, you'll a tiling brick texture that can be used all over the place, and the symbol as a sepperate decal texture that you stamp on. If you are dead set on having this as a unique texture, you are still wasting a full half of the texture, so you could make it a…
@vincentvangeel thanks! @Maxilator By modules do you mean like, all the joints/bits that aren't directly 'pipes' per se? But ya def agree with the labels thing, was gonna do that using decals or stencils or whatever in unreal, since the pipes use tiling textures and I don't want the same text repeating all over them lol
Thanks guys glad you like it :D I will try making the room feel warmer. The light shaft is just an alpha on a plane with a decal on the wall. riceart - Could you be more specific about what you don't like about the texures? Is it all of them or just some? What specifically needs more work? Thanks for the critique.
I don't think it will create Z-fighting; I noticed that the HALO:Reach artists who posted their stuff here were using decals all over the place. The numbers are just slightly raised above the geometry below them, so they're not really coplanar. When I said that they were earlier I meant that they had the exact same…
Texture work is strong I feel, nice models also but you need to shake all the unreal engine info from the images if its portfolio. Its very distracting. Also the repeating wall with rocks at the base has a very strong texture repeat along the bottom edge, take it out and use decals to grime it. Keep at it tho!
Thanks! Ah yes I see, like make the cables look more worn. I could lighten up the colours in the areas where wear would be. Yeah we ran out of time for decals but if we continue the environment I do think we need to work on the terrain a lot more! Thanks for your comments I will work on it :)
Thanks Dana. How about standard lerp alpha blend? I wonder if this would be slower than additive or multiply blending. I'm thinking about foliage mostly, but also decals. IIRC PVR used to have tile-based sorting, which had virtually no alpha sorting errors. I wonder if the iPhone chipsets still have that?