There is a TON of detail in there. Only issue i see if that when its put all in a normal it almost looks like its squished. The amount of tetail squished into a single pixel for NRM maps may be something to look into next time. Still looks cools though.
The level ended up looking really nice, I love the ambiance and lighting. Are you ever going to make it an actual playable level or is it just for showcasing your level assets? Also great work on the textures for everything!
Crazy detail in the pieces for your map. I like where you took your elements from, like the human brain. Also, the vehicle is pretty nice. I think the texture looks great.
You have a ton of detail in this. Your vehicle is very well done, as is the banner. You mentioned the normals on your walls become crunched and much detail is lost when the player looks directly up at it.
One of the ways to prevent this, especially in a doorway, would be to create somewhat of an overhang which would force the player to maintain a minimum angle in order to view the wall.
Humbling amounts of detail you have here. Great work. I think that all you need to work on is some lighting in the scene, and perfection could very well be yours. This is, I think, very creative on your part.
D Loo stop being such a boss. looks awesome man, keep it up.
ReplyDeleteThere is a TON of detail in there. Only issue i see if that when its put all in a normal it almost looks like its squished. The amount of tetail squished into a single pixel for NRM maps may be something to look into next time. Still looks cools though.
ReplyDeleteThe level ended up looking really nice, I love the ambiance and lighting. Are you ever going to make it an actual playable level or is it just for showcasing your level assets? Also great work on the textures for everything!
ReplyDeleteCrazy detail in the pieces for your map. I like where you took your elements from, like the human brain. Also, the vehicle is pretty nice. I think the texture looks great.
ReplyDeleteYou have a ton of detail in this. Your vehicle is very well done, as is the banner. You mentioned the normals on your walls become crunched and much detail is lost when the player looks directly up at it.
ReplyDeleteOne of the ways to prevent this, especially in a doorway, would be to create somewhat of an overhang which would force the player to maintain a minimum angle in order to view the wall.
You have so much detail you make me sad that my model doesn't show every pore on the skin, lol. good job.
ReplyDeleteHumbling amounts of detail you have here. Great work. I think that all you need to work on is some lighting in the scene, and perfection could very well be yours. This is, I think, very creative on your part.
ReplyDelete