What Rabant and luge have said, many times over. Couldnt have put it any better myself. Also, I notice the glow you are using on your light sources is a tad much right now is definitely overshadowing and hiding the art behind it. Trick with glow (speaking from a technical artist stand point) is to have it create that…
Yeah the second lighting setup has my vote. I'd even say try getting some more rim lights on the right side of the character to bring them out a little further, but that might also just be my own preference! If you haven't had a chance or are still playing around with some lighting setups, I really got a lot out of…
Hello Everyone! This Week's Update. I have added a few more elements to my composition blockout in UE5.7 to push the layout and overall feel a bit further. After that, I jumped into the main centerpiece of the scene, the gothic house. I am building it using a modular workflow, or at least as close to modular as I could…
It's looking much better than it had. Breaking it up with small and large webs and other similar objects is going to help. I'd keep tweaking the lighting, especially the strength and falloff. Candles do not illuminate very well. Play with various angles of moonlight shining into the room. Look at some of your favorite…
I suppose usability is a matter of what your target goal is. Wireframes and textures can help us ascertain if you are working efficiently or not. As far as the look and style, I think you really nailed the feeling. I like that you made him very thin and the big bags under the eyes. Most the time you see video game soldiers…
Hey! Not bad :) There's a few small things that'd help that scene. 1) Put a bit more texture variation in 'big chunks' on the walls. Something to break up the repetition of the stonework. 2) Come up with something slightly bigger on the big open spaces on said walls if necessary. Right now they don't give off a very unique…
Hello! I baked some textures down in Toolbag and it looks fine until I reimport the same texture. I get this weird baking error down the middle: The UV's are mirrored. Edge padding doesn't fix this. The error goes away with object space checked in Marmoset. I did work on this in Substance Painter. However, I get the same…
I have dynamic shadows on my foliage and static meshes which might be making the shadows darker than they should be. Its heavy on the frame rate of my scene and useless since its not going to be an interactive environment, so I think turning off dynamic shadows and redoing all the lighting and skybox should help. Also no,…
1) Is there a "good" or "bad" way to set up the alpha blend for vertex painting? Is it just preference based on aesthetics? 2) I'm trying to understand why this behaves the way it does: It works fine like it is, there is a 100% blend between the two diffuse textures I'm using it with. Why does it only work correctly when…
Hi. I thought of sharing this video with anyone who is NEW TO BLENDER and looking for a method to replicate the GBFVS shading style. For the past 7 years, I've been doing stylized shaders in Blender referencing the GDC 2015 conference from ArcSystem Works, and as an ex-Softimage user, I sought to translate those techniques…