Lighting is definitevly better, but there's something about it that makes your scene look like a cheap 3ds max render. It would be great if you could show your lighting setup in more detail; that will make it easier to give you decent tips. Personally, I would probably skip the overcast look altogether. I find it extremely…
Something that might be of interest to you Rurouni, a rock tutorial by PhilipK that was recently posted in the technical forums - http://philipk.net/tutorials/modular_rocks/modular_rocks.html
I'd say make a few variations, even. Have a couple of loose planks, but also have models that are 5 or so planks as one object. This will save a you a lot of instances and will allow you to build things much faster. Yes the best way to get a high resolution texture is to work modularly and instance objects around. For…
Hey Tin great work and nice site! Got a question still - how do you do get that intertwined look on your highpoly grass/roots and cables ? Just like here http://www.mutantspoon.com/portfolio/hpfrank.jpg here http://www.mutantspoon.com/portfolio/vinewallhp.jpg and here http://www.mutantspoon.com/portfolio/modularpillar.jpg…
For sure you have already seen this http://oldwiki.polycount.com/ModularMountAndBlade ,but i put it here anyway because it is a great reference and tutorial. Good luck!
Ok so since i last posted progess as been steady but slow. Small things here and there. Still a lot of planning being done in terms of layout and construction to maximise full textures. Been snooping around CS: GO.... its awesome btw... and looking at the textures there. It has given my quite the food for thought and has…
I like your reference a lot. What strikes me is that the house looks a bit flat. Maybe you could add more geometry to make the silhouette more interesting. Making stones and wood beams stick out. I read this great article about housing, i'll have a look if i can still find it. It also talked about adding geometry to define…