Im not gunna drop a knowledge bomb on people, because to be quite honest I know nothing. Im a small fish in a big pond and im lost without a clue atm. I currently rent with 3 friends at university, and in 2 days time im moving in on my own. Ive got a 6 months lease, which if Crytek decide that im worthy and keep me on…
1. your proportions are off. the ceiling angle in the concept isn't straight like what you have. 2. lighting needs work. there are green lights, but they aren't consuming everything in the concept. 3. Overall, if feels like you rushed this and missed alot of the detail. Where the floor and wall meet up is a trim peice that…
It certainly looks like WoW's style, but im not intimate with the games so I wont critique there. Howerver, the 1st thing that strikes me is that there is no focus. The train is in the foreground but gets drowned out by a lot of noisy details in the background, so the eye has trouble picking stuff out. I'd position the…
Thanks for the comments and crits, roosterMAP: You're right the textures are lacking in dirt/grime but this was intentional from the outset. Like the image linked below I wanted to have a very clean and maintained look. I am tempted to revisit the textures and do a pass in Mudbox to add some variance in areas where dirt…
It's an okay start. There's a lot of room for improvement though. On the wallpaper it looks like you were going for a peeled sort of look, yet in all of the places where it's peeled you can still see the wallpaper pattern. You need to make it look like there's some old rotted plaster or wood underneath there. The ceiling…
You can not get rid of them because the baked information that is stored in your baked normal corresponds to the used geometry in the procedure, and you can clrearly see the differences when the mesh was mainly made with fwvn in mind (you usually wouldnt bake anything). Non fwvn meshes are highly relying on smoothing…
Hey Rashed, I think there is no way to deform that mesh without distortion. I would suggest you using a Path Constrain controller and one single chain link instanced multiple times. - Create a spline and apply a Normalize modifier. - Create a chain link and place the pivot on the axes center. - Apply a Path Constrain…
It depends. Will there be Anti-Alias, the timeframe, poly-counts, ... maybe there will be limited texture space (for mobile). Everything has to be taken into account. Its generally good to know different approaches and technics. I use custom vertex normals a lot, whenever I dont have the time or dont feel the need for a…
The first I'd have to agree, the blue contrasts the orange/red hues more and makes the handle pop a bit more. The rework on blade 2 makes the form far more readable great job with that. It's a shame that some of the broken features have gone but I could see why you did that from a model creation and player aesthetics point…
Well first show us a shot of the material with all textures combined so we can judge the final result. As far as bricks go, horizontal rows should be offset like in your refs, that's what makes a wall stand up if you've played lego. Then there's the space between the bricks. Assuming it's cement, it should look less like…