Are you trying to copy the painting? If so a lot if the scale and positioning is wrong. For example. The window in front of the wall on the left should be as tall as the door. There is a well to the side of that window too. Everything at the moment seems really flat. Make sure you use a lot of refrences and not just one…
On your 'hell dude WIP': I really think you could be more selective about what you show. Your concept sheet with expressions and form was much more impressive than the T-pose renders, or the top shot. Your 'render 2' video of him walking isn't as strong as the posed 'render 1'. Personally, I would say to Render a new hero…
http://www.polycount.com/forum/showthread.php?p=1520610#post1520610 Like JonathanLambert pointed out a few more polys to get rid of a lot of transparent pixels is often worth it. Every semi-transparent pixel is a lag bomb waiting to happen especially if the player moves into a position where a bunch of them are stacked up.…
In terms of the actual assets i think they look cool. Did you model straight from the texture sheet? In terms of looking like tf2. I dunno. I mean they use a very specific colour palette for the maps. This is just the texture diff. They use with normal and height maps and their own mix of shaders and stuff. You should go…
Yeah, I'm looking forward to that piece too, so saving it for last so I don't get carried away ;) And I'm looking forward to getting to learn a bit about Cascade Well thank you! And I'll work hard not to disappoint you! I'll do my best to change those proportions tomorrow and I'll make sure to post a picture. Been…
I'd be careful with the values on your texture map, although it's hard to gauge since it looks very early in the texture stage. I'm going to take a guess and say that dark a trim is going to be difficult to view as anything other than too dark a muddy black in a game engine. Sure, you'll be able to get it lit enough if you…
This looks great! All meshes i would assume are self-created? What packages have you used in your workflow, particularly for texturing? Any Quixel or Substance? I have feedback and critique for the scene: - I feel the ceiling and floor designs are too repetitive. Maybe adding some dirt decals (even subtle) could help to…
I worked with Autocad for some years (and then took the decision of never opening the app again, EVER) and I can confirm that its all about precision, and how mesurements relate to one another. I quite like the trim/extend logic but I hate the loss of the sense of scale when I work with such apps. Something I am curious…
First of all, wanted to say good work so far. I'm working on a major architectural environment piece right now (St. Paul's Cathedral), and I can certainly appreciate the work that went into this piece - good job so far. As for your budget, I guess it depends on the rest of the models in the scene. Do many of the other…