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…
This looks awesome. Plenty of little details as well. I tried modelling a OTs-14 Groza awhile back which uses a similar frame and it was surprisingly hard getting the proportions and shape to look right on it, but you have done a really good job of it.
theres no way that there would be light beams from both sides if its moon light, and even then moon light isnt that bright so it the beams wouldnt be that strong. Make only 1 side have light beams if its supposed to be moon light. Right now it looks like theres a blue light behind each grate.
Try to match you lighting with the concept--right now its way too dark and dingy. Also your textures are really busy, you might want to consider vertex painting on grunge and damage instead of adding it to the texture itself. Right now the biggest problem is the lighting--fix it and your scene will look so much better.
Here's a mini-tutorial on how to do a quick and dirty de-light of a photo texture to get an albedo texture using Krita and the grain extract blending mode. Start with your photograph. I've got this one from textures.com. Make a clone layer of it from the add layer menu in the palette. Then, put a Gaussian blur filter layer…
Needs save, an eraser end of the stylus, and a total lock feature to keep you from drawing anything. Then it will be more than just a toy, right now it's an impulse buy more than anything else.
Hi! I’m polishing an Unreal scene (cave ruins with a shallow pond, god rays, big stone head, doorway, torch character). Could you please give me feedback on what to tweak or redo in this Unreal scene so it looks more polished? Thanks in advance! Goal: push it to a more “AAA” look for portfolio.
Pior: ... but why the hell would they do that? Also, setting layers to 0% is fine and all that, but you can't tell at a glance which ones are turned off. I just colour every layer I turn off but might want to user later on red (right-click on the eye, choose your colour) Workflow win! France loses! edit: also, 'somehow'…
After reading that this is a Video-game art forum; I just wondered to myself (and now to all of you) whether or not my art classes as "video-game"... Really I would love it if I could get work as a video games artist, however I don't have the tech' (a decent graphics tablet), skills (quite amateuristic) or software…
Hello everybody, I'm sure many people have been talking about similar stuff in this forum... But I want to go more specific.. I plan to study an unrelated bachelor to game art/CG.To the other side I'm willing to get real knowledge and practice in GC, but is not time wise to spend 4 years more in a bachelor for CG neither I…