My name is Adam and I am a 17-year-old CGArtist/Animator For this project, I used a combination of 3D and 2D techniques. the 3D base was sculpted in Zbrush core and rendered in Blender's Cycle Render with a toon shader applied Then I went in sketched out the shape of the model and added my desired colors in Paintstorm…
You can use alpha based lighting on directional lights as far as I can remember, there is a way to assign a material to lights so that it 'projects' the image. http://udn.epicgames.com/Three/LightingReference.html Might help a bit more.
Hey! The modeling here looks really good to me, so great job! The details on the train engine are really solid. As far as critique goes: - The sky seems really low res. Find a higher resolution for this. Check out the clouds in the upper right corner for the most problematic area. - The lighting feels flat and pretty…
You need more spec in your objects. Everything right now just feels flat. What is the lighting setup? I'm guessing you just have 1 dominant directional light right now. It looks like you might have a height fog in there, but it really isn't helping add anything to your scene.
Much better! Right now the main thing that is standing out to me is the fire and it's reflection on the floor. The bloom still seems a bit strong, and the first few lens flare dots are so tight that they almost look like they are orbs of some kind actually in the scene. For the reflection of the fire, it's in the…
Thanks Lee. Glad to finally be part of a team. Can't wait to frag the hell out of some ducks again. Though trial and error, I did learn to only set GI to one light. The first image was too bright. Just needed a break to refresh my eyes before I could notice how much so. mop and tin: Didn't realize how simple it would be to…
https://www.artstation.com/nedporeyra No holding back, everything is a subject to change. So far I was mainly a freelancer, but for the past 2 years I've been working on a personal project that unfortunately has no future. Also I run out of money.
Hi everyone I recently more or less finished my generic BRDF shader for maya. There's other features that might be interesting but then it will start to be a little messy. I was thinking of building up another shader specifically for environment purpose. That might be useful, especially maybe with the unearthly challenge…
Most likely it is normals that are causing this problem. Having normals that point upwards makes sense for grass, but for plants like these, it will remove any shading such mesh might have. I would reset the normals to their default state. Once you do that, if your shading looks too strong or too contrasting, then the…
I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…