Looking much brighter, nice. However for me it's lacking in composition, my eyes don't know quite where to go, and I land on the upper part of the doors where it's lit pretty flat and not very interestingly. I think it would help to study composition, how to lead the viewer's eyes around your piece, and thus get them…
I'm trying to extrude an edge along a curve that is flat on the grid. I want the resulting geometry to be completely flat in the X Z plane. The problem is that I'm getting a subtle, and sometimes extreme, twist in my geometry as it travels along my curve and I don't really understand how to control this or set it up so…
I think you need a little work on your material definitions, the urinals are coming off very flat and matt looking whereas the tiles are very reflective and glossy, even though that are both ceramic. I think figuring out UE4's materials will be a great help with this scene, as it is coming off very flat, as if it's a…
System Shock 2 is a great example of a crap-looking (yes even at the time when 1 or 2 year old titles like Unreal and Extreme Assault beat it) great game. for 1999 being the year it was released in it looked like unattractive flat flat hodgepodgery all over. Its audio, gameplay and depth made up for that, however
hey thanks for the criticism CrackRockSteady i really think the same way about the textures they dont look that good and it is like they are missing life to them but i will work on them my maps looks abit funky since they came straight out of substance painter but here are the maps and wire Wire Rifle uv flat Scope uv flat
Hmm. I'm going to chime in here and say that sometimes... it isn't always best to weld verts to corners like that. It can often create triangular artifacts when the mesh gets lit. Similar to how flat terrain or flat wals are never just 2 triangles. Try it out with lighting and see what you can get away with.
Looks a lot plastic not metal, I would like to see more than one material on the gun. Rubber on the hand part, low spec low gloss, metal - high gloss, high spec. Start by blocking in the various materials with flat colors then move on to details. You got flats? The normals are looking good. :)
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation
Looks really decent! I think if there's one thing that could be better it would be the shaping of the buildings. Right now it seems super flat, but I think some change in depth in the walls to keep it from being so flat would be a massive help to what's already in the picture. The different props and stuff look great!
Thank you TomDelboo! The flat clouds was not really what i was going for, rather just trying another rendering technique from the one i am used to. I will do my best to work a way the flatness of it in the future! Thanks for feedback, mate! :) Here are some various drawings from my irl sketchbook: