Hello everyone,
My name is Ramona and I am here in behalf of my Portfolio class from the Academy of Art University. This is the first time coming to this site and I would first like to say it is really nice to see an entire board dedicated to my interest in gaming.
On topic, I am a new Game Designer and my focus is in lighting/texturing, mostly for game levels. I have been in school for gaming for three years now and only got into advance texturing less than a year ago so I am very green. I wanted members here to give my honest feedback on one of my pieces and ideas on how I can improve myself for future projects. I only ask that no flames please.
Also as a note, I didn't model none of the images below, I only texture and render the lighting them.
Thank you for your cooperation and I hope to really become a part of this forum.
Replies
I just wanted to say, that character you have in your scene is the scariest shit I've seen since Killer Klowns from Outer Space. I will never be the same.
I know I had still have problems with lighting. It is render with mental ray and an Ambient Occlusion using Maya 2010. Sorry for not disclosing that earlier.
I will also admit that the pictures chosen for the textures are not the best. All the the texturing, dump, spec maps were done in weeks and I couldn't find all good pictures to use.
I will take everything you all have suggesting to heart and to improve myself. If you have anymore to share with me, please be free to post.
Thanks again.
eww..... i had to tineye that to make sure it wasn't real, thank the lawd!
http://www.polycount.com/forum/showpost.php?p=1386335&postcount=1
If you bothered reading you'd see why
It and tons of others can be found here: http://www.3drender.com/challenges/index.htm
I learned how to proper light a scene with this article.
The actual lighting in the scene seems flat so make sure that you have cast shadows turned on with your light source this will make the whole scene look more believable. As far as the lighting goes you should figure out were the light would be coming from a simple spotlight from the window and an omni light would work in this scene. By doing this and really figuring out the mood you want to portray by simply turning down the saturation of the lights and changing the colors of the lights will really help.
Also try high poly bakes on some of the elements of the scene to round out some of the hard edges.
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/how-to-bake-a-flawless-normal-map-in-3ds-max/
Hopefully this helps.
keep it up