Character pose and facial expression is very bland. The ping-pong paddle makes me want to see her in some sort of eager, more energetic or "game ready" pose. I'm not sure what she's looking at, kind of looks like she's checking out her bangs or trying to see her own eyebrows, I am uncertain of why. Looking directly at the…
Hey there, nice progress so far! One of the first things that jumped out to me was the evergreen trees in the mid-background. They all look the same for the most part, which really breaks the immersion (most of that problem is centered around the silhouette up top). This could be fixed by simply rotating them a bit, but it…
This is an interesting question. I'm not sure I'll do a very good job here as I can't think of a way to explain it simply (which means I probably don't understand it that well myself), so someone smarter can probably correct me here. Anyway I will take a stab at it: To explain it I think its important to understand how…
@tynew Thanks mate. Yes, all done with the bevel shader. No high polys harmed in the making. :) Working on the in-game from the start isn't much different from the high/low simultaneous workflow I'd been using for years. Silhouette drives everything and N-gons are my best friend. Lay down minimal strategically placed edges…
change the viewport veiw mode to realtime and Change it to gamemode view that might do it. It also looks like its in unlit mode you might want to turn on lighting as well. (use the small buttons at the top of the viewport)
I think you might be able to push the whole "Tesla" part of the design a bit more. As of right now I think it's kind of hard to tell that is some kind of tesla gun without knowing the title of it first. While I do enjoy the simplicity of the design with the rather nice metal flourish you have going on, it feels a bit empty…
color gloss with the 3 point shader seems to effect the color of the specular highlight's falloff independently of the base highlight's color. brightness controls glossiness like usual and saturation seems to control falloff width. here's an example: top left: white highlight, white gloss top right: white highlight, green…
Hey Seehr! Nice to see you here! Sorry for the late reply, I wasn't notified about yours, don't know why, so I only saw it now -_-' . I was trying to do it with an exported full animation from Maya because the door has this animated piece that moves along with it, so it seemed to me it would be tricky to parent one thing…
Thanks! Glad you noticed the consistency across lighting condition changes, it took a little work - after getting base lighting how I want, it was a balancing act between tweaking material colour/brightness/AO and then making small adjustments in post processing. All the lighting is dynamic. <another deep sigh> Like with…
Snow looks cool, and this is a good outcome for a first attempt. You have a lot of hard edges, particularly noticeable running vertically on the columns, but it appears to be on most things. This breaks the illusion of the scene, and says "hey, look at this big polygon right here". The quickest fix is simply work on your…