Whatever the question is, you need to know where you are going first. So, what is the goal? An artsttaion render is one thing, gameplay is another. Will player be fighting in this corridor? Will they be traveling without fighting? Is there a mood you want to set? Tension before a big battle? Winding down after a big fight?…
That is a dust cover cap. The OP has moved it off to the side, as if the device is being used. At OP, the part you called a flashlight is indeed a flashlight, but it is not a visible spectrum light. It's called a "flood" light. It works similar to an ordinary flashlight but only emits in a spectrum that night vision…
Beautiful lighting man. It has a very friendly feeling to it. But one thing seems off: The light coming in from the oculus at the top is supposed to come in at a cone. But your cast light on the floor is EXACTLY the same size as the hole on dome, which looks strange and unnatural. Your cast light on the ground is too…
Update No_3: Okay so I think i've made some good progress, i've begun working on some lighting and post-process, and also made some particles(Cuz errbody luvs particles right?).I'm at a little bit of a fork wit hregards to lighting, im trying to decide between doing a day-lit scene vs a night time scene. I like the night…
So, I suppose it's about time I post up a thread about this one. I've been staring at it for too long now, and managed to mess up the lighting a bit just recently it seems. So will have to go back and fix that, by increasing the skylight brightness and lowering the dominant. Also, might have it over-sharpened. This is…
well it seems a little overexposed, we're losing "information" (basically just detail) on the barrel and the body in the upper photo. So I'd just lower the exposure a little either via the light intensity or post process. Aside from that, the lighting is interesting, with nice contrast and tone. It brings out the detail on…
Actually, you were right at first when you said there was a mirror seam, it's just not apparent from the angle that I took a screenshot of the scene. I read up that using DetailMaps or something could hide the seam, but I'll play with that later. I don't use Maya, so I wouldn't know where to begin on finding out how to do…
You're definitely making progress since your first post! I'm not an expert at wood painting by any means but I might be able to give some feedback here. It seems like you're going for a somewhat stylized, hand-painted look here. If so, I found this tutorial helpful:…
Thanks for the feedback guys. It's much appreciated! coots7: I can definitely fix the barrel. I guess I wasn't sure when it's okay to use tris (without the mid line, the the top ends in tris) or when you should work around extra geo. My main concern about the temple is that the scene will become too dark to see. I've…
Thanks again EQ, these are great notes to come back to when texturing but I'm still a bit confused as to where to begin. Let me get this right first, you say using a sky light provides good quality lighting but isn't suitable for games because it's not capable of shadows? but then at the end of that first paragraph you say…