Hey Carlos, Thanks for posting! Do you have reference for this piece? Right now it feels like there's a lot of mechanics issues where the character doesn't feel balanced or a hit that lacks impact. There is also a lack of dynamicism and shape change in this animation. it feels like both characters are completely rigid in…
Personally I would recommend to do two things: - learn about lighting and how to present models in a nice way. This is probably your weakest area right now, your modeling looks solid. Product photography and color theory might be a good starting point for this. Then get yourself marmoset toolbag and/or Unreal Engine and…
Hello everyone! I'm very happy to share my latest project with you! It was quite a long journey, but it was also a lot of fun and seeing this character taking shape and life was definitely very satisfying! All the lighting, presentation and renders were done in Unreal Engine 5.6. I'm very happy that I can finally say that…
Hi everyone! I'm a recent graduate interested in environnement and lighting. Here's a simple corridor i've been working on in Unreal 4.27 for my portfolio. I'm looking to get some feedback on it. It's still a wip, I feel like some texture could be better like the little squares "tables" where the tv sits or some of the big…
1. Lighting method in games really depends on the situation and they have fully dynamic lighting only if its needed. Performance really matters and it isn't always that easy to hit 60 fps, An open world game requires dynamic lighting for example because of the day night cycle. Many games don't need dynamic lighting. In…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
had a we play with the lighting based on your first layout, as i said before trying to lead the player, uplighting areas with lifts etc red light is the entrance bright white is where to g, slightly cliched but it works also i would suggest getting a fairly decent 1st pass on the lighting while at this point, if you get…
Cool stuff, really liking the sculpts and layout overall! The one thing I'd might focus on is bringing in a little bit more varation or passes on the materials for some of the objects, especially the stone walls and floor. Currently it kind of looks like a matcap versus a fully textured material, so I'd probably try and…
Hey man, I would increase saturation on the grass, and add some cards to create a more "3D" look. Right now you're using 1 card and it comes across very flat where is crashes and creates a tangent with the ground. In addition your bricks look muddy right now. You may want to play with your normal map and try and get some…