that scene doesn't really fit together (yet?) in some aspects to my eye: inside and outside are very different in terms of their scifi feel. whereas the inside is almost completely high tech with polished surfaces and tubes and whatnot, the outside looks very much like a contemporary industrial area (with the exemption of…
I'm on the baking process towards the Lowpoly right now, unfortunately i'm having some shading problems at certain areas, it's as if the green channel on those objects was flipped even though the object doesn't have any mirroring going on and no instances that might fight for the same space on the normal map. I really…
Also make sure you're taking the time to figure out why its not working before you cut it out and try something new. If you quickly decide something isn't working and hack it out and then toss in something new hoping that creative inspiration will just fill in the holes then it's probably not going to work. Environment art…
Hey Polycount, I am trying to make a likeness of a friend of mine. Right now I am at the stage where I started doing the pores. But I thought It might be a good Idea to get some kind of rendering setup going to get an idea how visible the detail is that I am sculpting onto the model. Right now this is how it looks in…
Awroecreative, looks like a nice project :) I would try to stay true to the original Proportions. The concept has lots of vertical lines (like windows going almost floor to ceiling, getting picked up by trims), which is something to be conscious of. If you take too much of this away the room might feel different. In your…
What engine are you using? The bark looks really neat. If you want more vivid colors you should play with hue&saturation? Also, you need to calibrate your albedo correctly, because in your daylight picture it is way to bright. By that i mean you need to lower the levels on it too make it darker. It's going to look wrong in…
Thanks mate, really appreciate it. I'll do my best to keep things simple, and hopefully manage to keep everything at the same level. As a general rule of thumb, I keep myself bellow 50% brightness and preferably bellow 70% saturation, not completely sure if its a bad or a good thing to do though. By lighting the…
I think the hues from the lights from the post and the fire drum should be more different from each other. Right now it looks that you just copied the light entity over and it doesn´t look interesting as it could be. Maybe make the post light a bit more focused and bright, and the fire a bit more diffuse with a lower range.
I didn't choose a very nice texture, but here's what the cave meshes look like when put together right now: My UV mapping is nice and seamless now thanks to the Triplanar projection, but of course it hasn't solved the abrupt lighting at the mesh seams. I want to achieve the same lighting effect as this guy: I know he is…
I think your materials need some work. The light is hitting all these different surfaces and they all have the same quality on them. Speaking of lights I think you should turn them down. The lights might also be your weakest model in the scene. They really dont even look like they belong. So to condense what i said.…