One thing that helps with likeness studies is to post shots with your model right next to your reference photos, same camera angle. This will help people give better critiques on your progress. The lighting seems odd to me, it's black under his brows. This makes it look like you're using a single light source with no…
I like it :) Atmosphere is looking good and liking the plants painted into the pillars. Some of the crystals could emit that blue light, which might break up all the purple a bit. GLHF!
I ran into this issue on a lighting only project I did a while back, a decrepit building with very little pockets for light to come through. I pushed and pulled settings for a while and had to stop when I could no longer achieve the strength that I needed. However, for me, that was step one. Your directional usually can't…
Do you have a concept that you're working from? You said it's modified. Right now I feel like the main issue is composition, even if you add more stuff to the scene the original composition will make things look a little bit boring. You're currently using an angle that shows off the rockface most. I bet the angle would be…
What would you say is the focal point of your piece? Where do you want to lead the viewer's eye? For me the most visually interesting areas (most contrast and most saturation) are the patch of plants in the middle to right foreground and left mid-ground. The huts by comparison are dark, desaturated and lower contrast. When…
It's been awhile since I posted to Polycount, but wanted to share one of my lighting and scene studies I've been working on in Unreal. Assets used in this scene are a mix of my own, and edited assets from Unity's Book of the Dead pack, textures from Clinton Crumpler's Laundromat scene, and Unity Store user rfarencibia's…
Just disband a collaboration with my friend . I am doing solo and giving 100% time on it . A halberd and a helmet . Which fits the medieval characteristic the best ? Comment below .
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…