The lighting seems very low contrast. It was hard to tell where there was supposed to be sunlight and where there was supposed to be shadow. The night section also suffers from "night is just like daytime but grey!" It looks too bright, I know it's cliche to have a bluish tint but that's really how humans see the world as…
dropbox, you bullshit free software, get your shit together. this is a picture i painted some time ago and just found it again tonight. it's somewhat of a daydream piece i found more interesting tonight than i did the night i made it. it's bad if you have to explain a piece, which is why its crap but i'm too tired to flesh…
Had a dream that I was walking on a runway at night in front of two hangars. Two gigantic tankers to the right were being filled with water falling from the sky. Tried to recreate the scene in blender.
I am having some problems in udk.I have created a scene with lights and static meshes of houses.I need to save the static meshes and lights together as prefabs so they can be imported from the content browser into another level. Problem is the lights seem to move out of place whenever the prefab is scaled.Is there a way…
Hey guys, I've been struggling with this for about 2 days now. Tried to watch the unreal material series at their website but it didn't really delve into foliage. So, I've made this grass, and I'm happy with how it turned out. However, I don't like the way it receives light from the side the light is not hitting directly.…
Hey, thank you so much for taking the time to give me this feedback — I genuinely appreciate it! I'm a fresh graduate 3D artist, and I'm eager to keep learning and improving. The piece you mentioned was rendered in Marmoset, and you’re absolutely right — I still have a lot to work on, especially with lighting and SSS.…
Are you strictly going for a diffuse only look? If you want it to look more "metal" you can use PBR. It works with hand painted. In general, metal is very shiny, unless it's rusted or has grunge added to it. You could fake those reflections in your diffuse but they might look weird in a game (because that information gets…
On Ornatrix grooms I kept hitting two things: I rebuild the same operator stack on every character, and a fully-built stack tanks the viewport while I'm still iterating. How I've been handling it: * Build the stack in a fixed order (Surface Comb → Rotate → Clump → Curl → Frizz → Detail → Noise → Gravity → Change Width) so…
I haven't been able to figure this out, and it appears its not possible at the moment. What I'm trying to do is parent the lights to the camera, so when you go to the animation tab and rotate the camera the lights will move with the camera. Basically what I'm looking for is an animation of my guy as if I had him selected…
There are things that can assist you. The wiki has everything you need, and a whole lot more: wiki. I put some stuff below that might help. Some of these points dont relate directly to your work above but are general to keep in mind. 1/ Anatomy: That is really the first thing with figures. A good practice is to start your…