I was wondering why the images took so long to load. JPG not PNG, that's good. But 4k is really excessive. 1280 or 1600 across is plenty. Save as JPG at quality level 8 or so. Much more friendly to mobile browsers too.
What software was this created in? What rendered in? What's the goal... game or non-realtime render? Which game engine?
Modeling looks OK. Though the high FOV and proximity make it more difficult to judge, quite distorted.
Lighting seems flat. Paint material needs stronger fresnel, seems rather chrome-y right now.
This was modelled in 3ds max and then set up in unreal engine 4. I'm trying to get use to the lighting of ue4. Recently I have been having difficulties with it. My goal for this project is to produce a game scene that I can use as a portfolio piece. I will adjust the paint material and upload more screenshots.
modelling looks good, only crit i have would to be with the tires.
as far as i can tell, these are drag racing tires (lack of tread, width of tire) id suggest maybe not leaving the tires exposed, and using modified fenders, such as a widebody kit? honestly the tires are the only thing that stand out for me as a bit odd, with having that width but no protection, as well as disrupting airflow.
something like this, the rocket bunny widebody kit:
The tires were suppose to be a place holder (forget to mention that sorry!). they are far too wide at the moment, I am just currently modelling and baking down the new tires which I will be present in my next screen shot. Thanks again
To me the lighting looks a bit flat, if that's something you would like to work on I would suggest trying to get a bit more contrast in there, see if you can get some shadows going by changing sun-direction. The scene kinda reminds me of the cargo docks-area in GTAV. Looking forward to an update
Just posting an update. I have been messing with UE4 and the post production features of the camera. I dont know if its just me but i believe the scene seems way too bright. I have made some adjustments to the car, i did not add a rocket bunny body kit however i did adjust the tires to look more fitting.
Replies
What software was this created in? What rendered in? What's the goal... game or non-realtime render? Which game engine?
Modeling looks OK. Though the high FOV and proximity make it more difficult to judge, quite distorted.
Lighting seems flat. Paint material needs stronger fresnel, seems rather chrome-y right now.
Also, you should brand your work.
This was modelled in 3ds max and then set up in unreal engine 4. I'm trying to get use to the lighting of ue4. Recently I have been having difficulties with it.
My goal for this project is to produce a game scene that I can use as a portfolio piece.
I will adjust the paint material and upload more screenshots.
Thank you
as far as i can tell, these are drag racing tires (lack of tread, width of tire)
id suggest maybe not leaving the tires exposed, and using modified fenders, such as a widebody kit? honestly the tires are the only thing that stand out for me as a bit odd, with having that width but no protection, as well as disrupting airflow.
something like this, the rocket bunny widebody kit:
other than that, good work!
The tires were suppose to be a place holder (forget to mention that sorry!). they are far too wide at the moment, I am just currently modelling and baking down the new tires which I will be present in my next screen shot. Thanks again
To me the lighting looks a bit flat, if that's something you would like to work on I would suggest trying to get a bit more contrast in there, see if you can get some shadows going by changing sun-direction. The scene kinda reminds me of the cargo docks-area in GTAV. Looking forward to an update
Just posting an update. I have been messing with UE4 and the post production features of the camera. I dont know if its just me but i believe the scene seems way too bright. I have made some adjustments to the car, i did not add a rocket bunny body kit however i did adjust the tires to look more fitting.