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Old 02-19-2007, 07:44 AM   #11 (permalink)
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That's ace! A simple environment executed really well.

If I were you, I'd use this as a lighting study and get some day/night cycles working.

No crit from me. Lovely work.

G
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Old 02-19-2007, 08:11 AM   #12 (permalink)
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The only real crit ive got is the grass right under the fencing around the outside looks really worn out in a place where i would expect it to be longer/ not worn at all. Also you could use a bit of dirt at the bottom of the building, on the foundations where they intersect with the grass. Also its a bit dark overall. You could try increasing the brightness a bit. Otherwise its awesome work! Great texturing
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Old 02-19-2007, 08:47 AM   #13 (permalink)
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Veeery nice! To be honest, I love it. Very well use of texture nothing to crit!
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Old 02-19-2007, 09:22 AM   #14 (permalink)
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Unsteadyteddy: Ofcourse, you're completely right.. i had thought about adding some alphaed long grass things to give the grass a bit depth around the fence but the reason i did what i did was to make the transition between the sidewalk/pavement and the grass easyer to live with.

That along with some stuff allready mentioned here (fence for example) and some things mentioned on another forum will be something im going to look into tonight. Thanks alot for the feedback!
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Old 02-19-2007, 02:33 PM   #15 (permalink)
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very nice indeed. Few toughts though:

the curb. the "endstones" look really big and kinda throws the scene a bit of scale.

metalfence. a bit to rigid. also, i doubt the distance betwen the poles holding them up would be that long. Add some support inbetween and some wire running trough perhaps. Also the poles look a bit oversized.

roadsign. try get some transition between the ground and the sign. Looks just stuck in the ground right now = CG (ok this pic sucks but you get the idea http://www.made-in-china.com/image/2...ED-RG-RN1-.jpg)
Perhaps do the same with the other poles. alphaed texture or something.

hmm also, try work on your transitions as unsteady mentioned.. try make materials blend into eachother more. (like house/grass for example)

one last thing

AND THIS IS ABSOLUTELY CRUCIAL TO SUCCESS!1!!

it needs a manhole and a drain
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Last edited by motives; 02-19-2007 at 02:43 PM.
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Old 02-19-2007, 03:25 PM   #16 (permalink)
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Cheers for the feedback, i agree with what you said and will try to get that fixed today aswell.
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Old 02-19-2007, 07:51 PM   #17 (permalink)
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Did some changes, tried to cover most of the stuff mentioned here.. id still like to improve the blending between the house and the ground and the pavement/sidewalk and the dirt. Id also like to add some small plants and such to make the ground more 3d but i dont want to spend much more time on this. Around 4 days is enough as im in a hurry to find a job and need to make more stuff in other art directions than this for my portfolio, that and school work ofcourse *shakes fist*.


And a 100% Self illuminated render undt zee wire:

Polycount is pretty much the same, its a wee bit higher now though but only a few hundred triangles.

Edit: Oh and the curbstones still bother me, they have bothered me since i modeled them and i MIGHT redo them, we'll see!
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Old 02-19-2007, 08:10 PM   #18 (permalink)
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Definitely little details like that which bring it all together.

Nice one
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Old 02-19-2007, 08:10 PM   #19 (permalink)
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Awsome stuff, looks like it would fit right into source.
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Old 02-19-2007, 08:17 PM   #20 (permalink)
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looking really good, I'd definitely take the time to add some small details that make it really stick out. and gl with the job hunt
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