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Old 01-12-2011, 05:48 PM   #11 (permalink)
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Update:

Thanks for all the replies. I've been working on lighting, texture tweaking, reflections and other fancy stuff in unreal.

Next: pavement, road and props. (i promise ill do some wireframe shots soon)

Any crits?

I think the windows on the 1st and 2nd floor are still a tad too big so ill change them too.






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Old 01-12-2011, 09:12 PM   #12 (permalink)
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It's looking great - love how you have lit it like a real building, the last shot is my favourite looks like something out of that new batman game to me!

The biggest thing that stands out is the noisiness of the textures, the light sand coloured blocks and trim in particular.
If you duplicate whatever texture has the main grainy granite texture on it, then run smart and surface blurs as you see fit on the original then run a highpass filter on the duplicated unblurred layer at a low value of 1 or 2 then overlay it onto the blurred layer you can control the level of sharpness or blurriness per layer which gives you loads of control

Hope that helps!
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Old 07-12-2011, 10:59 AM   #13 (permalink)
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Thanks, I did go a little bit too far with the unsharp mask in photoshop before exporting the texture. I'll have a look into that process you've outlined.

Is there really no other critiques?

you can be brutal :P
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Old 07-12-2011, 01:10 PM   #14 (permalink)
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It looks good, well done.

Crits:
The marble pillars dont seem quite right to me, the black in the marble looks abit strong to me. And spec/ normal with it being a marble pillar if it is that shiny I would expect a smooth finish and vice versa if it that worn then I would make it less shiny.

I not sure how change able this is but the windows on the ground floor look a bit close to the floor, mainly the ones on the left of the image (which im guessing you've run into because your building is on a hill).

And the white peices between the windows (if your going off the refrence image the a bit tall), to me they seem a bit out of place with how tall they are.
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Old 10-12-2011, 06:46 AM   #15 (permalink)
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Looks awesome! Only a few things that I'm not sure of. Isn't the texture of the pilars at the front not to noisy? And try to get the with windows a little dirtier... I mean, the a very with from a distance, maybe making an other sort of white... I don't know if it would work out better. But, your model looks great and I love all the details!
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Old 11-12-2011, 09:35 PM   #16 (permalink)
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The geometry looks great, the biggest standout though is the noisiness of the textures, once that's changed it'll be a huge improvement.
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Old 11-12-2011, 10:46 PM   #17 (permalink)
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Looks good. Here's some feedback:
- The texture looks too noisy
- Try to desaturate just a bit your texture color, the age of the building doesn't fit with that.
The older the building, the more desaturate it will be. And with all the dirt details, it shows how old is the building.
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Old 14-12-2011, 02:40 PM   #18 (permalink)
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Looks great. As has been said the texture is over done but that's an easy fix. Is this for a specific project or just for fun?
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Old 18-12-2011, 02:03 PM   #19 (permalink)
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Thanks for all the replies.

I'm going to address the noisy textures and tone back the black in the marble.

In the mean time I've been working on the pavement, using a panning texture in the UVs to make it much less obvious that the texture tiles. (it works really well in Unreal) And I've made a post box. Next step, more street props, texture the road, make final adjustments.



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