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Old 29-08-2007, 08:26 PM   #11 (permalink)
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The color of that extra storage space in the refrence pic looks like it would be nicer than what you've got. I think the dark color would match better and the highlights on the edges are more visually interesting than the plain block you've got right now.
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Old 30-08-2007, 03:45 PM   #12 (permalink)
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Spent a few hours this afternoon making a forklift, and I think it really adds to the building, so cheers to TychoCelchuuu again for that suggestion

Also been trying to tidy up some areas, and I've messed around with more ground planes than I care to remember. I still don't think the ground is very good, so I'm more than likely not going to include it in my final beauty render. Also still got to sort out the lighting for the beauty render.

Added a bit of smoke coming out teh chimney aswell, so currently I'm at 1481 tris.

weasel.acuh5o - I decided to split my textures into 2 512x512 sheets. I've posted them below but these are still wip so might change before the deadline. (god I make messy textures don't I :'()

Views of the brickworks at the sort of size I'd expect it to be in-game...actually maybe it's a tad too small here:



And my terrible and messy texture sheets:



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Old 30-08-2007, 04:48 PM   #13 (permalink)
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I like the style you've gone for but I think the brick work is a bit too pink, maybe try some colour overlays

also one of the roofs is very bright.

The big chimney is great though, really makes this stand out
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Old 30-08-2007, 05:20 PM   #14 (permalink)
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I wouldn't change the texture mirroring and such now (doesn't look bad, but it could look a bit sharper), but next time consider mirroring more. it is tempting to make the model 'better' by having unique textures everywhere, but you'll probably find that mirroring the right bits will save you work (and allow you to put that work in other parts) and make the textures sharper (obviously). if you'd mirror just the opposing walls of the buildings (which you couldn't see at the same time anyway) you could easily save a quarter of the texture space. I know it sounds stupid, you've probably read it a million times etc, but try to mirror the hell out of your next model, just to see what difference it can make.

again, it's not looking bad at all. only crit would be that the moss on the roofs is a bit too green, I'd desaturate it.
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Old 30-08-2007, 06:04 PM   #15 (permalink)
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Nice! The new lighting and base really make a difference. I don't think the ground's too bad, but as long as you can make the beauty shot look good without it then it's your choice Everything's so small it's a little hard to crit, but I think the smoke would look better if it was puffy and billowy, like a cloud, instead of in skinny threads.

I can understand why some people say the roof might be too green or the bricks too pink but I think it looks fine how it is. It wouldn't hurt to play around with the colors a bit until you find something you like, though. Assuming you haven't already
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Old 01-09-2007, 05:01 PM   #16 (permalink)
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Alchemist101 - thanks a lot man I see what you mean about that roof, I've tried to dull it down a bit to match the others now. Also had a play about and slightly changed the colour and saturation of the bricks.

weasel.acuh5o - Yeah I think if I was to make this again I would just stick with one brick texture and then add on damage/weathering with alpha decals. Changed the roofing around a bit now.

TychoCelchuuu - Again thank you! Good call on the smoke, I think the more fluffy smoke looks a lot nicer than my old smoke.

Think this is pretty much exactly how I'm gonna submit tomorrow, although I always tend to wait till the last moment just in case I suddenly want to change something lol.

Just like to say thanks to you guys for your input, it's really helped and I think this model is a lot better for what you guys have said, so thank you all

Bigger images than last time:







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