Thanks for your advice! :) I will get screenshots of the models today, so the difference becomes more obvious. @Deathstick I don't think it has that much to do with the branch shape. The lighting might be a problem, just as you mentioned. Just so I understand the general concept: The texture should not have any significant…
First off it might be easier If you explain wether you are modeling for realtime or pre-rendered use, since they are very different. Also your app of choice helps. Eyeballs tend to have very small hi-lights with very abrupt specular falloff. So for starters you need to bring down the size of your hi-light, and make the…
"Hi everyone,I am a beginner environment artist and this is my first major project in Unity 6 . I'm trying to create a large-scale open world with a mysterious atmosphere using heavy fog and dense forests. Right now, I've just started with the forest area and some basic structures. My next goal is to add a Military Camp…
Can you post some wires and maps? I guess the screenshot on the right are the camera position in the game, and off course the angle you'll see the model from? If so, it looks cool. Maybe only comment right now is that the specular isn't really there... Not sure, but maybe you'll need to give the spec map a boost... Cheers…
Hiya guys, I've been trying to get my workflow for fly-through rendering animation down in 3ds Max and have been experimenting a lot (wasting a ton of time, mainly, but it's for a good cause ... right?!) and watching a bunch of Youtube videos. And while there are some good ones out there, they really clarify the process…
Here are some quick notes that I can think of - Texturing is too plain. Assets need more interesting details. Right now you have the broad strokes. You have the shapes, but you don't have any medium and small details. In real life, railings have parts that connect together, they aren't made of one continuous tube (most of…
Thanks for the replies. Ajr : Thanks for the advice. Yeah, I will break up the repitition more. I was thinking along the left side, maybe every 2nd or 3rd wall piece have one of those large rotating fans in the centre of the wall? Might give some nice shadows. I will be modelling a completley different wall for the right…
hamzaaa, I put a bit of discoloration wear around the grip but let me know if that doesn't look quite right. I played a bit of Battlefield 3 earlier and saw that where I usually painted edges with scratches, they photo source the hell out of border edges with rough scratches. The flashlight illustrates my attempt at that.…
Hey guys, It's been a while since I did a personal piece. Thought it might be a good idea to try one out with real-time cinematography practice in #unrealengine5 over the weekend. Feel free to interpret your own meaning from the video :) Could be a game idle screen, a loading screen, or even a desktop video wallpaper!…
@monster: Thanks for the comment and over paint! You are absolutely right with the lack of shadows, although they are on, but seems like the background light is too bright eating it all up. I guess I have to approach the lighting differently. Also thanks for the overpaint! Its immensly helpful! I will definitely make the…