Time for my first post!! Ever since October of 2018 I have been working on a real time scene in Unity as a portfolio filler. The plan was to make a video and have the camera slowly go down an old, decomposing hallway that is situated within an insane asylum. (I know, super unique right? ;) ) Joking aside, this is going to…
With the upcoming premiere of The Force Awakens, we’re getting pretty excited about Star Wars, and we bet you are too! So we wanted to invite you to our new contest: Model famous Star Wars scenes and compete for cool prizes, like your own Sphero remote-controlled BB-8 droid. The grand prize is an Oculus Rift! Star Wars had…
Alrights, lets starts. You have some interesting things going on, you are bold with the choice high saturated colors, however this will give you quite some trouble with the contrast. You are missing out a few fundamentals, so just lets start with the most basic one. Values Your values are very mixed. Normally anything that…
I agree with the same feedback from the company. - From what I can see, for the textures, you just took a picture and copy/paste them into Photoshop without or minimally retouch them to look credible. Take your time to add subtle details that's gonna pop up and looks awesome and being worked. You should also think about…
Hi, I'm making an environment scene, and I'm using PBR and 2k maps for my scene. I wonder which way is better to optimize my scene for game engine. Which one is more heavier? Texture map? Or More Meshes? Anyone knows tutorial or website that I can check for optimization of my environment scene? Any help will be great!…
Hey everyone! This is a work in progress update for a portfolio project I'm working on based off of concept art by Joshua Jay Christie on ArtStation. I plan on making the whole scene but want to share my current benchmark as I'm quite proud of it. (The water is animated throught the material editor but idk if polycount…
The minute the blood and the corpse comes in, thats the minute i lose interest in the scene and puts it alongside all the other blood cluttered scenes. Try to make the scene interesting without spraying red everywhere, blood does not give the scene a backstory.
I'm confused about how the 2D cars and guns relate to the above scene. I like the look of the scene, and it seems like it'd be more functional to design the scene, make a list of needed props/sprites, make those, and assemble the scene.
could you make a better render because it's not doing this scene justice it's a very nice scene.. i see you are trying to implement lightshafts in the scene but it's covering most of the scene and it washing it out..maybe try to throw this into UDK? good work ..
http://www.polycount.com/forum/showthread.php?t=135400 I'm still working on last month's challenge (20) linked above. At this point I have a few questions about scene management: First of all this was my first time dealing with so many things in so many files. If anyone has scene and file management advice I would love to…