Hey, Impressive job! I'm truly amazed by the attention to detail in your work. One minor suggestion would be to enhance the realism by incorporating more pronounced wind movement in the foliage, especially during the thunderstorm lighting scenario.
This will be my first post on polycount. I am a 3D artist with a couple of years of working experience in TVCs. Now I've migrated to Australia, got a PR and studying Advanced Diploma in Games Development. And the first game character I wish to build is a warrior. A Nordic Warrior. These are the concept art progresses I've…
Hey Wes I'm liking a lot of the changes you are making to the scene. The landing platform is not getting nearly as lost as before and you dont have the ridiculous amount of dead empty space on the right as you did before. As I said before I think you should make the rock walls different chunks and very the heights a lot…
Built from a piece of Dead Space concept art (courtesy of EA). 21,349 tris after instancing. Any c+c would be greatly appreciated, especially on improving the lighting/post. Here's the concept:
Looks great, dig it :) Lighting could use a few bigger light sources, such as street lights or something like that. Right now most of the lighting comes from tiny light sources which is always a big no-no when doing night scenes.
I thought zbrush was the gold standard for that sort of work? Free, light version here you might try: ZBrushCoreMini :: 3D For All ZBrushCoreMini :: Free Your Creativity
That's really cool Eric, thanks for sharing. I definitely gonna pass this to our programmer so we can try it out. Right now our lightning approach is one directional and one ambient light. And since we are building a dynamic day/night system, your approach should look better than our current.