I am not sure the unique detail added justifies the use of three time as much texture space. But other than that the design whereas some generic feels well executed and the final result looks the bomb.
Posts by Surfa
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I am going to have to agree about some of the texture work looking a little low res. The theme is solid if not a bit cluttered (at first It was hard for me to understand the purpose of the building) but that might just be me. The brush work and lighting look pretty sweet although it all seems very well lit some area of shadow would be nice (maybe this is a game play choice though) overall it looks fantastic. Also I love the map overview graphics (not really part of the map).
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Hey guys I am new to these forums I joined because I wanted to improve my lighting in my scenes but I thought I might start with some prop and weapon work.
[Blocked Image: http://www.cubeupload.com/files/76cc00airconrender.png]
High poly of an air con unit. The lowpoly is done and baked but I need to do some touch ups in photoshop.
[Blocked Image: http://www.cubeupload.com/files/5c9e00rendershotty.png]
My latest weapon (unfinished highpoly messing around with rendering so don't mind the colours)
[Blocked Image: http://www.icy-bee.co.uk/work/smith-wesson/render-1.jpg]
This is a weapon done for NMRiH it is 100% diffused lit and that render contains no lighting. Since that image I have fixed he drum lighting and the indents on it are deeper.
Comments would be most appreciated.