I feel your pain. A couple years ago my house was struck by a positive lighting bolt ( http://en.wikipedia.org/wiki/Lightning#Positive_lightning ). I'm no stranger to close lightning strikes, as we get some pretty decent thunderstorms here, but this was unreal. I'm fairly paranoid about lighting, so I'll usually turn…
I'd like to work in games, though all of my work experience during college has been on trailers. I figured if I wanted to apply as a Surfacing, Lighting and Comp artist for games it shouldnt be that different right? I think my portfolio lacks sufficent breakdowns for an Environment artist so I would say characters. But…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
One more thing to add on lens speed is this: When someone refers to "poor light" or says that "a slow zoom is bad for poor light" often times poor light refers to anything but decent, natural outdoor light. Indoor lighting is almost always poor light, unless you have a lot of natural light at the right time of day, bars…
Yes. This. Your progression is night and day from the last shots, keep it up! your interior space is looking a little dark - I have my brightness pumped too. Place a few low intensity lights sampled with a mid tone color of your main light source as some faked bounce lighting with shadows disabled. It will make your cloth…
Linear and quadratic and other kinds of falloff won't be important things to worry about until ray tracing and ray tracing-based radiosity calculations start to be done in realtime in games. That's when games will actually start to become photorealistic, and that's when we'll need to start to worry about representing…
Looking nice. I really feel like your losing the focal point of the room. The octopus tanks are the most unique thing about the room but they blend in way too much. I think they would pop more, and the room would look more interesting if you pumped the light from the tanks. Take a look at some saltwater aquariums and see…
Hey Leviatan1001. I've seen your shader/post work on the UDK forums quite a bit, and the progression of this piece in particular. The audio is great. Its not a cliche subway or sci-fi corridor. You've obviously got a great handle on post effects and general prop/enviro modeling. I really like what you've put together here.…
Your grass is looking a bit too planar, especially for the high camera angle you've chosen. I think separating the grass blades out more on the texture map would help, and also modeling the clumps in a way that looks better for the camera. By the way, can we see your reference for what you want this scene to look like? I'm…
I understand what you're saying - and it might seem right because the directional light is usually so much stronger than the ambient light, it looks like it 'blasts it away' - but I don't think its correct. In my version of your example, there is AO all over the character, but only used once, it's not used in the sunlight…