I thought it was just common knowledge at this point.
I thought it was just common knowledge at this point.
Who is tweek?
Btw, Sel, brighten that scene up. Candles would do nicely. Hard to make out anything in those pics...
What engine is that in? Also the details on your walls seem to large and stretched. And the wood on the base of the wall I think needs to be reworked as well.
It's whatever proprietary engine Amnesia uses, I believe...
First of all your assets seem to have these nice soft edges then your wood base has very hard normals and could probably benefit from a normal map. Plus you could use the normal map for some nice detail on floor molding which I think this could benefit from as well. The texture itself is just lacking. I'd suggest a more prominent wood texture. It doesn't need to be really noisy but I just don't think the current texture is really working. Also get some AO around the decorative squares on the wood, that will help to ground them a lot more.
Texturing is hardly my strong point, so I'll see what I can do. Is there a way to make AO bake more intense shadows?
As for the wood, I dunno, the reference pictures have painted wood that only has a small handful of imperfections, I'm not really sure I want to make something with more details, but I'll look around anyway if I can find something that might be more fitting.
Diffuse and specular are lacking. The normals came out well but you could use a little more color variation in the diffuse and a more brick like texture to it. It seems to fit the style well enough but I'd tweak the diffuse some more
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