Nice to see you went back and implemented the crits, it looks a lot better. The grip is still very bright and it's throwing the whole piece off, i suggest darkening it down more. There's still something not quite right with the chain, i see you've added lots of highlights in the spec, but it's not showing. What are you…
I'm not sure if it is the texture or the lights but the environment feels like it is outside cause of the blueish tint on the floor, espeically the shadow areas. also the lights feel more like lights you'd have outside than ones you'd have indoors right now. hmm.. and I think a basement like that would be darker in the…
Good poitn on the green lighting. I see where you're coming from the the dungeon-esque look fo the green lighting, and it's good that you're thinking about things like that, but it might just be a little toooo green. Your textures are hand painted? If so, you're on the right track. I think you cna kick up the detail on it…
I would like to archive foggy/moody/volumetric lights that shine through windows like in this picture above. I have seen a lot of artwork with this type of light and I simply do not know how to set it up in my scene. The picture below is my scene I am trying to make the light very bright and foggy when they shine through…
Hey guys Im making the switch over from maya to max and am looking to find the taper option on the bridge tool or perhaps a function that follows along a smooth edge flow. Can someone point me where to go?
Hello all! For the past year I've been teaching myself how to be a 3D character artist. I'm in between careers right now so I thought that it's basically now or never. Here's a few shots of him. As you can see, the body is blocked out but not yet detailed, and I've taken the head to game res/full detail.I'd love your…
Thanks for the link and info, mate. High res lightmaps will be vital towards creating photorealism using ue4 to catch the global illumation, color bleed, bounced lighting and shadow details accurately. I am thinking using Texture atlas maps like this video would drastically reduce the draw call and improve performance for…
ok well read through this took the advice things done -fixed Street brought it in closer, more tighter I hope? -Fixed lighting (not right but getting closer to the feel) -Learned proper multiple terrain blending of textures -Changed cobble stone -Changed from static to dynamic lighting (seemed to give better results on…
I'm fairly new to the Maya scene, so bear with me. I'm encountering this issue whenever I try to use the Quad Draw tool to clean up my geometry (I'm not even sure that is the right tool to use in this case). It seems like whenever I try to fix them, I start to get fly-away edges/vertices and no matter where I look inside…