Sorry Jordan, that was a typo. I meant to say that everything is in udk. They are all static meshes imported from maya. As far as lights go, I've got two spot lights beaming down onto the table, then all the lights on the ceiling are point lights. If you are having trouble with lighting make sure that you have 'build with…
I think the ground stone was is too over scaled and a little uneven, if you're going for the overgrown look have some vines and the roots of trees interweaving through those huge stones. You also need a background blocker 2 or 3 layers at incremental distances to create ambiance. Some texture variation in the walls would…
Going for a warmer look with the lighting. Might use a LUT to lower the saturation though, looks a bit too inviting. Darkened the ceiling a huge amount but had to remove the decals as they were lighter than the material and looked weird. Even then the ceiling isn't dark enough for my liking. Thinking about just making the…
The eyelashes seem to be clumped and very short. The area at the base of the nose around the nostrils has some odd shading; it's more obvious in the gray-scale image, but still apparent in the most recent one. I can't tell if it's only a normal problem or some pinched triangles. The hair needs some work. It seems to have…
Light maps require a second unique UV set with your model. This can be done in your 3d app of choice by simply ensuring that no UV's are overlapping (flatten mapping in 3ds Max for example). Its important there are no overlapping chunks and that they are spaced adequately. A second choice wold be to generate your light map…
Bit confused in what areas you want more polies in right now? At this point I really only have the base shell, which seems pretty basic to me, where as most details would most likely rely on normals (Walls etc.). Also... are you guys seeing 2 images, or only 1? (the flat one) cause it seems like imageshack is deleting my…
I wont go into tech here because I think something more general has a flaw here: the design of that armory. WIth the little red and blueish metal it has a little bit of mass effect but those red stribes on his shoulders and the arms are not to my liking - almost primitive shapes (like part of a tube). It does not connect…
It looks like the picture you did the comparison with isn't the actual final one. ( I can tell because the main side crystal still has those stupid bright white ovals in the center of it...) I did clean up the crystals a bunch since that image but you're probably right they could do with a bit more tightening up. That and…
Good progress, @Rickpwnz . As an overall thing, I think you could benefit greatly from giving everything in yout high poly a push modifier. The edges dont really catch as much light yet as they could. If you look at the roof, you arent quite getting the same depth as in the concept. This could be part normal map\shape (did…
Thanks! Yeah I need to get some clearer points of interests, I haven't really figured everything out yet but its coming to me as I finish things and move props around ^^ I love the idea of waterfalls but I'm not sure how much fantasy I want to put into it, but I might give it a go to just see how it works :) Yeah I need to…