Solid execution, details seem pretty spot on, well done man. Going to echo Josh's comment about lighting looking a little blown out in the renders and I know they're just high poly materials for presentation sake but Josh's points about materials might be worth addressing for a sexier presentation. As for the model my two…
lights look to be to close to the wall, maybe change the lighting from one of the 3 options and move the lights. yappin: I always wanted a "customizable" lighting situation even down to fade control, and funnel "think light-saber", perhaps objects can be turned into lights? maybe that would help me out, probably to…
Man, this looks really clean. I dig it a lot. I see what the person above me is saying about the edges, but I do also like how clean your version looks. One thing I'm noticing is that there's sort of a greenish hue at the top of the large shape that contains the doors/sculpture. The shape with the cross on top of it. (Does…
Right, I think I had more success with UDK today. I broke the scene up into about 12 logical combinations, and gave them some quick UV's for the lightmap. Let me just clarify that lighting is purely there for lightings sake right now. Lighting is probably my weakest part of UDK knowledge and I'm gonna take a few days to…
I suppose you could use Batch Bake with the Light and Color setting, and use a material with Ambient Light set to 100%. I don't have time to test right now, but that might do it.
The original Ringu was by far amazing and one of the better films of this field. It just grabs you by the balls and spooked the shit out of you. First time I saw that was late at night, by myself, and never even heard of it before. Instantly got sent straight to my number one spot. As for games, well, thats a different…
I think the sky light level is fine- moonlit nights w/ full moon (my favorite lighting scenario) can be actually quite bright. Especially if there is white snow everywhere and the air is clear, I've observed really bright moonlit nights like this where visibility is quite high. Of course the moon should be full, which it…
Your model looks great but I think you should work on your presentation. It's actually hard to to see what exactly is going on. I think you need to blur the background or put it at a significantly different color/luminosity range than the character. Also the contrast on the character's lighting might be too high, a lot of…
Nice start! If you want a single point to improve from, I'd suggest you re-light all three of the scenes you posted. Right now everything feels very flat--all three scenes have large areas that just don't really read because they're so dark overall. I can't offer any single easy fix for all three scenes, but you might want…
Agree, also any normal map on the grass does nothing good IMO. Looks awful usually and mips out suddenly. The main issue is how to make it seamless to ground 2d grass material when 3d disappears. A huge part of grass appearance is light scattering / translucency when you see the grass glow toward the sun . it's usually a…