Again, all your textures are really tiley, try to reduce that appearance of reoccurring tiles as much as possible. Right now, all transitions are one tiling material into another tiling material. Add a lot more trim on everything to transition it all together. For example, water damage seeping up the sides of the building…
http://img45.exs.cx/img45/7590/pilotsl0oi.jpg killingpeople, perhaps... muahahahaha /scheming Ruz, thanks mate. FatAssasin, thanks for the encouragement Daz I've considered getting rid of the mask - it does look ok without it but I like how it breaks up the 3/4 profile, I guess I will make my mind up nearer completion.…
A few quick points at a glance: Color match the grass alpha and the ground grass, and gradient to black the alpha at the base to give it a smooth transition into the ground. This will help blend the grass into the scene instead of it sticking out everywhere like an afterthought. Also, don't know anything about your engine,…
Spelling? Yes it is irritating. But hell to know you spelled it wrong and take the time to spell it out that it may be wrong, shakes head. I am guilty as charged in many instances of shortening a word, like attn. or other abbreviations/deviations. I also am completely stupid in some instances and plead ignorance to…
Looks good, uhm probably going to sound gross a bit but its what kids/teens did. So maybe some sort of grunge details(dirt/black/brown in the arrow indents) around the D pad (you know used) some scratches from being dropped and sometimes my cousin would have a sticker on it from a popular game or even maybe a drawing or…
Yes, multiple objects can exist in the same scene and will export with one another. The reason you would create a highpoly is to transfer high resolution details to the low resolution geometry (your lowpoly) via "render to texture" AKA baking. This is done through normal maps, ambient Occlusion, Cavity/convexity, World…
What Robeomega said was pretty much everything I was going to state as well, mainly the sense of scale.. it's the first thing that hit me once I compared the environment and concept together. I'd have to say I'm a little confused about what you mean with the backwall geo being too far away? as in detail that would not be…
Hi rustim, welcome to Polycount. Thank you for posting your WIP. It looks like a very nice start, and I'm excited to see where you take this. I have a few comments which I hope will help you with the piece. The attached image outlines the sections I mention below 1) Any player will interact most directly with the lowest…
It looks pretty good in hi poly. And as for having it at 2 iterations, it wouldn't matter on high poly, so long as it doesn't give you problems. I can see where topology might be issue in some areas. I believe you're NURBs modelling in a way if your utilizing turboSmooth to create the high poly? For this situation, since…
Update time. DavidBrumbley - Thx man. I will keep plugging away at the rocks. In this update I reduced the detail normal and rotated the rock closest to the bridge around to a more planar looking side. I still plan on creating another rock that has a more planar look, but I haven't gotten around to it yet. RaventhePirate -…