You have what look like rounded boulders in the middle of what used to be the chapel's floor. This seems out of place. After any location has been built on by humans, we tend to clear out and smooth the floors. This stays the same even after a building is destroyed as large stones aren't casually thrown around. Instead,…
The contrast between the ground texture (which happens to have giant stones, project is smaller) and the all the other materials touching it is too harsh. You need to decide whether you want to stick with warmer or colder tones. The wall texture with the dripping water doesn't mix well with anything else around it, looks…
Hey guys! Morrissey Alexander here with my newest portfolio piece! as a note it has been brought to my attention that the big sign is in Korean.... So.... Yeah, will be looking into fixing that in the future possibly but for now here we go! At it's core this is a scene based on some Photography from Liam Wong of Japan and…
Looking great so far man, i would suggest toning the cobbles down a bit, they are coming off a bit too bold right now, and drawing attention to the black gaps inbetween the stones.
It's a good start. I would have separated the stone and the metal into separate tools, now the place where they connect looks a bit muddy. You've also started sculpting erosion on the stone in the detail layer but that occurs only on the iron (oxidization). Consider that the material that is the stone is very hard and…
It is Unwrapped? The problem is, that you have an arc and it's trying to follow it with the texture. This way i don't think you will get a nice "Stone Arch" feel. What you could try to get the arch is, use this arch as kinda the basis and model single stones (do a lot of copy and paste and symmetry, you can follow the…
biggest issue i see is the differentiation of materials, everything has a light gray tone with a lot of noise in it. try and make the concrete look different from he stone and so on. Cool concept i dig it
The Runestones Pack is live on the Unity Asset Store! https://www.assetstore.unity3d.com/en/#!/content/33068 - Low poly - Mobile ready - Includes 4 different rune stones, 2 texture variations for each (sandstone and rock) - 4 variants of emissive maps for each symbol - Diffuse, Specular, Normal, and Gloss maps are included…
Hey! Yeah, i went with the dynamics after all. Placing stuff with the brush script was annoying course it was buggy. I found an other script that placed the mesh all over a target mesh randomly.But that just made the stones just look flat, and some of them where on the same position, wich look really ugly. And at first i…
What a great response! I was just thinking that the actual houses and buildings look a little too un-saturated. Very 'stoney'. Also the textures on the stones are quite blurry. I think it might be because of the lighting which seems to be very bright in some areas and dull in others, creating some almost black shadows.…