Update No_3: Okay so I think i've made some good progress, i've begun working on some lighting and post-process, and also made some particles(Cuz errbody luvs particles right?).I'm at a little bit of a fork wit hregards to lighting, im trying to decide between doing a day-lit scene vs a night time scene. I like the night…
Okay some news from the technical side of things. First off a normalmap rerender. It can now be used in any thirdparty viewer since it's the 'classic' tangant space at work here, no Doom3's secret voodoo : Below is a lighting renderpass, can help for easier SDK texturing : I also made some test regarding possible ways to…
I saw it last night and really liked. I have the graphic novel but have yet to read it. From what my friends have told me, it follows the book very closely. One shot I really liked was the top-down view of people running all over the place, blood splotches in the snow, and a guy running around shooting his shotgun.…
You need more spec in your objects. Everything right now just feels flat. What is the lighting setup? I'm guessing you just have 1 dominant directional light right now. It looks like you might have a height fog in there, but it really isn't helping add anything to your scene.
Looking good I'd call most of it game ready art provided textures where handled appropriately! I think the crits you already brought up are spot on and should be fixed. What is the purpose of this level and what is the perspective the player will see (RTS, FPS 3rdP-RPG)? I think the angle/zoom of the renders suggests RTS…
I had the privilege to work on the "Conios Sector 8" scene by Youri Hoek https://www.artstation.com/hoek I wanted to create a cinematic feel working with Unreal Cine Camera system Playing Star Citizen inspired me a lot for this project! https://www.artstation.com/artwork/XB9rBw https://www.artstation.com/artwork/BmQbDD…
Began a side-project a few months ago, I decided on a PKM from the complexity of the model & the material diversity compared to a modern weapon. I have put in around 13 days of work thus far, and going for a very accurate representation of the real life PKM. This project will be similar to my AR15 where I model each part…
Trying to bake good AO maps in substance Painter. Getting white "halo" effects in my AO bakes where two seperate meshes intersect with one another. Trying to find a way to correct this in the AO maps. Any help appreciated.
Golden oak studios (based in europe) is looking to expand their team with new talent. We are looking for 1 prop modeler and 1 character modeler. What will you be doing? Our concept artists will give you concept art which you will use in your 3d environment, being able to texture your own models is a plus. A good…