Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
color conf.. weh? english please? not even google was able to give a clear answer to that in any case, scale model painters tend to gray out their model, to make them look bigger. because the same paint would for some reason look greyer on a big vehicle, than it would on a small one. i think its got something to do with…
UDK is notoriously difficult for foliage. Have you made sure to have explicit normals checked while importing? Also there are some settings in the material and the mesh that need to be checked. They're mentioned at UDN. In the material used with landscape And in the mesh Used for instancing. What I always do as well is…
Hi Braxer, Been following this piece for a bit. I like the overall scene and know you want to move away from it soon. Here are two tweaks that may benefit the piece and not be too much work. I've quickly blocked in an object in the right foreground. The intention is to bring the eye back to the left of the image towards…
Very nice work man! The fog and palette are working really well to establish your mood, and the assets are looking good. One pretty minor compositional nitpick: the gap between the overlapping silhouettes of the big left side structure and the giant distant structure where the sky shows through is a little awkward. I'd…
Depends on the game, how close you'll get to it and if you'll see it from more then a limited angle. If it was for a typical UE3 type game and this is just behind the path, then I probably would start off with a block that has a few segments. Then do some light modeling to get the major shapes and handle the rest with…
great overpainting is great! not a fan of washed out overbrighty skies tho cauz it always reminds me of bad photography.. but i agree shading/lighting is too flat, your front walls get hit by sun directly, but not the sidewalls, yet they have a very similar tone and brightness. especially look at the AO gradients aphexx…
it took me longer than normal to figure out where your work was kept. are you lookingg for a job in games? If so then there is a lot of pertinent comments to add, but if not, its irrelevant I look forward to seeing more of your lighting work though, keep us updated! It might be nice to light the same scene twice, two…
Sculpted some more rock elements. Put some textures on the stone steps to see how it would look. I feel like it loses some detail. Might edit the low poly version a bit to make the cracks pop out more. Sculpted another rock. Feeling a lot better about this one so far. I might use this for the big rock on the bottom-right…
Hello! I have a question for rendering from max. I am trying to render a scene that has 2 things: * Ambient Occlusion * A sun as a single source of light TO do this, I am using 2 lights in my Max file: * SkyLight * Omni Both are set to cast shadows. Both have their light intensity/multiplier set to "0.5" Right now I am…