Awesome work! Great to see images of the stations in both day and night lighting. I know it can be challenge to make an environment work well in both night and day without having to changing around lighting drastically. It seems you mainly just left all the lights on at the stations, bright enough for night and not too…
Hello fellow polycounters, I have a problem that i kinda fixed but not really. Basically in my church project i have set up a load of spotlights outside the windows (which are a single plane) and have light shafts bleeding through the windows. It looks great except im using 16 dominant spotlights, which work and give me…
Hi everyone and thanks for your feedback I just got back from iceland - thanks poop -, time to get back to normal life and answer this thread ^^ Hey pior that's nice looking, I guess that using no spec avoid the lack of normal map to be obvious. This also gives even more credit to Aniceto's request, there is a need to…
To really capture a foundry you need to portray the - the dull red volumetric light from the raw heat spilling into the visible spectrum. Right now there might just be a well-lit hangar or something below those openings; there's no sense of the inferno of any kind of molten metal. I was working on a giant blacksmith forge…
Hey, The studio im working with wants to use some models I did a while ago for their project. I'm happy to do this, but I want to make sure that I have the legal authority to use the models in any way I see fit without risk of them claiming ownership. Keep in mind in NOT being paid for them, so there's no exchange of…
@ poopsterspappy: Thanks a lot!!! I like both versions of your bark texture, but the newer one seems to tile a lot better, and it's good that the bark is aligned vertically now. But I agree that the blue lights might look a little weird in the final scene ;) @ airage: That's looking awesome so far! Depending on what you…
It's Sunday again my dudes... Time for another update. I went back a redid the metal. Still need to fix up the spec map, and fix some UV issues, but I am liking it a lot better now. Old material was way too glossy and bright. Also, metallic materials in Heroes of the Storm and even Overwatch aren't that shiny and don't…
Really good changes on the latest. New lighting and rain adds a lot of atmosphere, and the addition of that statue and the warm lighting of the candles in the wall helps with composition and guiding the eyes from the left side of the image to the right. Great stuff! The only thing you might want to look for now is the…
Well, after you posted this reference photo, I think it's quite easy to tell what can be done to really improve the texture of this. I disagree with Shepeiro - while he's right that improving the lighting will help a lot (and I've tried to include this in my paintover), I think you can do a bit to the diffuse and specular…
Thanks guys for the feedback once again. Your support has been pushing me a lot lately. @lhazard: I think that the environment COULD have been wider as well now, even though my intention was to make it look very cramped. xD I have to admit that it is pretty difficult to navigate in it as a player character... not the best…