- Composition is slightly off I'd say. Rule of thirds would be good here. Right now I think that the right-most part is making it harder. It's the most interesting thing visually. I really think the door should be the thing that stands out. Why doesn't the door stand out? Well it has blue lights, just like the rest of the…
On the first two pictures you posted you used the same texture on the flat and vertical face of the stone ground which looks awkward. Also the sky box is really close up to the scene which does not look right, and the final critic is the lighting is awful or lack their of. The whole scene is flat, you placed multiple lamps…
Thanks for the responses guys. I just heard with other engines like Unity you can instance around your Maya objects and send the entire scene as an fbx file and it will sync 1:1 with their engine. Never used Unity so I dunno if it's true, but it sounds awesome. Started blocking in UDK. Uglier than Maya atm. Another…
Technically it's good but the overall design of the scene really doesn't work for me. The first thing that caught my eye was the 2 chairs for some reason. It just looks really odd, I think one chair would work much better. Second thing is that it just looks so empty, especially for an inventors office! I want to see…
A recap of what has happened in the last few months, scroll down if you don't want to read :) Since my last post, I was working on making the debris look better... But I started to realize that my scene is just debris and destruction with no real focus. I got feedback from some friends and they felt that I had only half of…
Awesome job on the painting and continuing even through the lost progress and other hurdles! One thing I'd personally like to see you focus on is the contrast in your textures and focus of the scene as a whole, though. Right now due to the density of detail and contrast present, the trees in the background are drawing my…
I'm pretty sure they pre bake/generate the light volumes, ie similar to how you have to pre bake/generate spherical harmonic probes for ambient character/prop lighting. Once the light volumes are generated for a scene then you can move shit around in real time and see the magic. I would imagine when you change textures or…
I'm using UDIM's from Maya. When I look at the layout in Maya it seems fine. When I put it in Substance, I get a stretching effect. I check the box to use UDIM's in Substance when I create the scene. Imported files are FBX. Doesn't happen when I export each polygroup in the scene individually as it's own FBX file, only…
Like mentioned before, this scene lacks material definition and good lighting. Some of the assets have sharp edges, they could use a bevel or a normal map. Loot at the scene above and how nicely the smooth edges catch light and create highlights. Look at the material definition and lighting. Your scene is pretty…
I've spent the last several weeks diving in to the Unreal Engine and rebuilding the scene! Taking Carabiner's feedback in to account about the scenes light values (thanks again), I've hopefully taken the scene in a better direction now. It's been great not sitting around, waiting for renders for a change - real-time is…