aajohnny- I think the lighting is playing my materials differently. Maybe If i just up the contrast in UDK of my materials Ill get a better color read of the concepts. I do agree after looking at the wall and roof that I should go back in and angle the top wall trim in just like the concept. Dang didnt really think about…
I'd add something to give the roof more character. Is it stone? Add some chipped edges to give it more character. Just seems a little bland to me. Other than that, the scene is looking great. Can't wait to see what it'll look like when it's finished. Edit: Remember to tell a story with your environments. Who built it? How…
I think you should correct the shoulders rotation, the "face" of the delotids that is looking forward should look "the roof". This will give much more order to the sculpt. Check this references, or search for "Delotids" on google image. I think that's the biggest deal there. Also, try to smooth the forearm. You understand…
Overall looks good! I like the stylized concept. I lime the straight forward materials too. Simple material for a simple design. They look like old school toy cars from any era long ago. I do agree in making the headlights a little bigger to a bit more charm and make the fronts pop a little more. Maybe add a bit more…
Really love the outcome man! As for lighting look at your colour studies above. The main thing that really stands out is that line created by the camera angle. The way the light from the window just falls before the table creating this line through your piece. This is also backed up by the support beam on the roof. I'd…
a note on references: don't rely on cropped out objects like that. materials look very different in different environments and lighting conditions, and the brain needs some context to make sense of a surface. for example here's a bunch of lockers. you'll note that the ones close to the camera appear less reflective than…
Well... if I was to try to get the effect you have in the preview I'd play around with a bright dominant directional light pointed straight down and then bump up my bloom values under the world properties. Also you'd have to go around to the properties of the assets you don't want casting shadows and turn that off (such as…
i like where youre going with this, skodone. Though i'm probably not far from hitting a temporary roof for this project, so im not gunning for hyperrealism or anything. i will however try my best, working with my texture maps, to get a little more of that detail in. And youre absolutely right about the blue tones. just…
Hey thanks for the response! Yeah, so he's supposed to be dead. Also the platform doesn't exactly need the support, it's more suggestive than anything. However, your input makes sense. What's the point in having him there if he's not holding the thing up (besides making a point) and if I'm going to do it, why not have him…
Thanks for the feedback guys! Here's some more progress. Still have to do things like the roofs and bridge, then I'll be getting into actually destroying these buildings :) urgaffel Added those normal maps! Cay I added a small bevel to the buildings but I'll probably have to do more to break up the edges. Let me know if…