Hey there! Adding onto what's already been said, it might benefit you to change up the tree textures a bit. From the angle in the second image they're very shiny, and almost look untextured due to the shiny birch like texture they have right now. I would say increase the roughness, and maybe give the texture a second pass.…
Thanks for the feedback, I appreciate it very much. I'm actually in between jobs right now, so I'm trying to get up my skills so I have more options. I actually got to take an art test for an environment position recently . They thought my test was "good" but they want me for lighting instead....However I'm currently stuck…
Offline rendering is a pretty in-depth topic, but here's some things that might help you out. If your uni has a digital tutors membership - they have a ton of intro level videos covering the basics of mental ray lighting. If not, check YouTube - lots of other artists record tutorials covering these topics (I found a lot…
Overall, I like it. The textures and geometry look well executed, and you've done a good job of creating a believable scene from a small manageable asset set. A few things do occur to me as potential improvements. The arches on the right side could probably be a bit better defined by a strip of trim texture that follows…
I understand what you mean. In my reference image is clear that the warm sunlight is bouncing a lot. Hard to reproduce that with spot and point lights... but what if my skylight casts warm light instead of blue sky color (to simulate this overall bounce light) and I use DFAO with blue tint to simulate the actual ambient…
I'm trying to get better at lighting setups, so I can have some kind of methodology instead of just going with the feels. However, the results I'm getting raise some questions. So could someone please tell my why does it go bonkers when I copy the light how it is in a tutorial? In this case I only get adequate result after…
I like it, there is a lot of promise coming from this scene. I think its great you're recreating an environment from BioShock. There is much to be learned from using such wonderful reference. Ok lets get down to what will sell this scene as BioShock box art. Table: - Its the center piece of the room yet is letting the…
I am working on a Fighting Arena based in the Pokemon world. Similar to the fighting arena in the Pokemon Detective Pikachu movie. Arena concept by Concept Art House: Lighting reference: https://youtu.be/6ooNSgAnOoc I did Basic Blockout in Unreal engine using blockout tools. I'm currently adding assets to create an asset…
I'm actually having the exact same problem right now. It's to due with the fact that you are rotating the normals, so they get a new light direction. I'm just thinking out loud here, I don't have that much experience with UDK yet, but wouldn't it be possible to: Split up the model with different material ID's. Make a…
Project Overview: We are developing the first Arabic-style mobile fighting game in Unity and are looking for a talented 3D Character or Environment Modeler to bring our vision to life. This is an exciting long-term opportunity as we are planning multiple characters and stages for the game. What We Need: * 3D Character…