I've decided to make a throne for the boss of some old school Japanese delinquents! Ill obviously be using Japanese architecture seen in the older houses and palaces as well as the over the top and cheesy stereotype of the Japanese delinquent(As I said before). Not sure if I want this realistic of cartoony yet, leaning…
Speaking of the "MetaHuman" trend. Currently I have roughly 4 realistic human character projects in plans/works, but I have started to think about switching completelt to more stylized characters in near future. I feel like realism is achieved with heavy proceduralism and scanning in these days, so making an own realistic…
I don't think you'd ever be able to generate that amount of light from just that window (based on it's current size) from the sun. Looks off to me. This seems more realistic in terms of lighting. Or this is aligned more towards your current lighting scheme, yet these windows are huge in comparison to yours. (that said,…
Hi, awesome work! I really dig the detail of the car and the beautiful and clean render. Some years ago I did a lot of photoreal car renderings and during that time I found out that the most difficult thing for a realistic car render is to get the tires right. So for the case you are going for a realistic approach make the…
Thank you @sacboi for the reply, I have done both hard surface and organic modelling and sculpting before but not tackled modelling a realistic CGI model of this type before with the organic shape and hard surface structure. I seem to find it is either too soft and looks flimsy or it isn't quite soft enough and even adding…
In modern game engines you can use tone mappers as a post process after rendering. These allow you to use more realistic lighting values in your scene. Without the tone mapper your image looks completely blown out, but after applying the effect you get a realistic image with the proper contrast you'd expect. There are…
@Uraani, thanks for the feedback! I was trying to stylize Bethany's figure into triangles but I don't think I pushed the stylization enough to make it believable and unified. Right now she is hanging in this weird realm between stylized and realistic. It's harder to do stylization then I previously thought. I'm not sure if…
Watch Chris Roberts tour the Manchester Foundry 42 Star Citizen studio http://www.incgamers.com/2014/01/watch-chris-roberts-tour-the-manchester-foundry-42-star-citizen-studio and high speed video recording in Tokyo at Shinjuku station. full video: 11min. 11sec. 720p 50fps [vv]77489382[/vv] And "Santani", 23-year-old girl…
It's a pretty dark scene so to look realistic would mean comping your family into a poorly lit photograph. If you're going for photorealism you should definitely take a real photo and try to copy it exactly. Nothing anyone tells you here will be helpful without a reference. We could all take a stab at what we think looks…
Yeah, i don't like the art style much myself. I like the water falls in one of the screens. It seems like some were going for a grittier, more realistic (and pixelated) art style while the other half of the texture/skin art looks painterly WoWish, with the models however not following that cartoony style... which makes it…