I thought it was vastly better than the previous Hulk movie. I don't really remember how the acting was in that one, but the action scenes were all pretty bad. The climactic battle scene of that one was between Hulk and a vaguely person-shaped collection of intangible CG effects. The other major action scenes mostly took…
Hi. Cool project you have here! I'd say my first take on it, I have these points of feedback: * Scene is overly bright based on the available light sources (small windows and small candles). * Normals on wood are too strong. Also the normals feel inconsistent across the different sections of wood in the composition. Some…
Hey Pogo, This looks like a really cool start! I like the wallpaper but as others have said, adding a bit of discoloration or staining across the surface will help sell the age. Yellow is a great choice though, makes me feel a bit uneasy so that's totally working. Concerning your lighting, the scene is pretty even across…
Ok so I managed to successfully replicate a similar re-occuring issue. On the off chance did you use duplicates of the default scene cube for your models? It's probably irrelevant but it's strange to me why this is happening to just that mesh and I don't know what's causing it. https://youtu.be/1BsqteGY0l0 In this the…
Hey David, the concept you chose looks really nice and you have a solid base i think the one thing you really need to work on is the texturing and the way you construct your highpoly models. Right now it seems like you haven't put a lot of thought into creating the textures and have rushed that process, it basically looks…
The problem with this scene is nothing looks like it belongs together in forum or color. Each asset by its self is nice but when together everything breaks down and it becomes obvious that none of the pieces belong with each other. The 2 different wall pieces, 3 different pillars and floor are all extremely different. All…
that scene doesn't really fit together (yet?) in some aspects to my eye: inside and outside are very different in terms of their scifi feel. whereas the inside is almost completely high tech with polished surfaces and tubes and whatnot, the outside looks very much like a contemporary industrial area (with the exemption of…
Firstly, sorry that the updates are so slow to come in. I'm pretty busy at work, and my home computer isn't doing well, so the result is game art in slow-motion. Firstly, I sculpted a wood floor in ZBrush. I was pretty light on the high-frequency detail - trying to let big shapes do most of the talking. The sculpt is…
Much better already, the idea is really getting across. The only real thing I'm unsure of is the door at the entry of the room. It's really difficult to see what's going on in the concept. It could be shut or it could be open; there's some vivid blooming light coming from the left. I'd figure out what you want to try…
Hello Seaseme, Thank you very much, I have been thinking of replacing the rock textures as they just do not look right with the scale of the textures on other objects. In the collapsed cave area there is no actual tunnel leading out. Should I model a tunnel there or do you think it just needs more debris to fill it in?…