Ben is right. There's nothing wrong with making a more linear narrative experience with less player agency. There's ample room in the industry for that type of storytelling. The issue is not with making games that involve less gameplay. The problem and disconnect come from games that swing violently between the two…
Yep.. that's the basic unit of a modular wall. The texture looks a bit cinder-blocky, but that isn't necessarily a problem. Old stone can look that way sometimes. It looks like your texture doesn't tile vertically, so you could add some dirt/grime along the bottom to help ground it in the scene. Mostly, I'd encourage you…
As far as site and layout goes that seems all and well. A lot of the content seems just a touch away from being hot. Temple scene has a great concept with lots of contrast and depth, but your textures and modeling work is just flat and planar. If your materials had more depth, contrast and stronger specular this scene…
[ QUOTE ] well i do have references, it is the Toronto transit station [/ QUOTE ] well, it is critical to have good reference, but the other key factor is that it needs to be reference of something interesting. from what i recall of toronto's subway system (and what i can see the model), it has nothing to recommend itself…
I can see where he comes from when he says "When you run a radiosity algorithm on a scene full of unpainted geometry, it has an elegant, sophisticated, scent-of-the-real kind of thing going on; but it is very easy to spoil this sophistication through texturing". The funny thing is, ancient roman and greek scultpure was…
you're in luck @gorecap. As a disgruntled ex-AAA developer, I'm currently offering art critique loot boxes on a never before seen discount. Buy 10 get 2 free, plus a guaranteed 5 star reply. Replies range from useless comments like "what software did you make this in" to "the lighting and composition could use work, here…
Just googling old road you can see some are darker than the grass and foliage and some are lighter, just depends on the materials and how it aged. Personally I'd start with the brighter concrete curb, put that at about .4 and try .35 for the road and see if that looks right. Charts are a good place to start, but I'll…