I'm actually quite amazed at that Citadel. Based on the actual texture it looks like it's actually pretty decent graphics work, but somehow you've managed to take that moderately well-done texture and make your model look like a piece of complete shit. The first time I saw it I thought it was some crappy rendition of the Citadel given OTA .3do textures.
As I said I'm quite amazed, I imagine it takes some amount of skill to make something look that crappy in this day and age.
Joined: 28 Apr 2005, 20:07 Location: Next to the girl with kaleidascope eyes
Take the shading gradients off the texture. It makes it look like it has smoothing errors. Generally, you should leave the shading of a model to the engine. It's best not to fake lighting in-texture; it'll cause trouble - at best causing the model to look doubly-lit (texture lighting + engine lighting) and at worst washed out, or outright wrong (when the texture-lighting does not match up with the ingame light source).
Insets / extrusions in the texture should really be handled by a normalmap.
Teamcolour is where?
Please, please in future post in-Spring pictures. Orthographical views make anything look unrealistic unless the whole world is done that way, which thanks to your background image it does not.
The pointy aerial bits out of the very top piece look a bit odd. Move them down to come out the piece below, arranged around the sides and it might look better.
Second piece down seems to have UVmap errors.
I honestly cannot tell what that base is. Is that supposed to be a mass of rubble? The strong colours in it aren't doing you any favours.
Having the windows on the ground bunkers be the same size as the faces they are on is a no-no. It highlights the simplistic geometry down there, and is one of the reasons it kinda looks 3do.
Just how big is this thing? Your wall chunks (the little brown bits at the very, very base - the tiny walls to the tiny bunkers) have an absurd amount of UV space compared to the rest of the model. I thought it was just a few planes using alpha textures to make a fence... then I compared it to your UV map...
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