Hello friends! Expect to see this piece finished in 2019. Or never. I just wanted to share some quick stills from my brief time in UE4. I'm using real-time GI, via a Light Propagation Volume. It's fun to play with and I figured I'd show some results for those that are interested. There's lots of limitations (currently) and…
It's really not that scary if you think about it. Let's take a look at the scene after I've highlighted some areas: (by the way, I have no idea what I'm doing with the colours, I just did what made sense to me, I'm sure there's a right way to do this) The red parts are the two key props you'll need to create for the scene,…
Over memorial day weekend I rode mine down to auburn university (about 2 hours from my place) and it was a pleasant ride! Apparently on interstate 85 everyone thinks the speedlimit is... 85. So typically everyone is going around 85 or 90. I was riding about the same speed. Around 85 the bike gets to about 9500 RPMs. It did…
I mostly use 3dsmax and speed tree to assemble my foliage. In max I do a high quality render from a specific camera set up in the scene to render geo-to-opacity. I try not to use opacity in the high poly because it never works in any of the rendering engines I've used. Opacity to Opacity rendering is one of the more…
Is this software rendered? or in an engine. If its not in an engine...have you considered this? In addition to what Sectaurs said: In general your scene just isn't visually interesting. You have a nice start, but you just don't really have any interesting shapes. You really need to break up all the flat lines everywhere.…
Nice improvements! You're getting pretty close, I think. If you want to add AO without abandoning tiling textures, you could just do it with a lightmap, depending on which engine you are using. I made a quick paintover with a couple more suggestions. Most of these are just intended to get it closer to the concept, assuming…
Thanks for the kind words and feedback so far guys. I'll address somne points and we can work on others :p I'm curious why you have redundant textures. You've made two walls [with the windows] that are nearly identical. Same for the triangular eve pieces - mirror the uvs, not the texture. I assume this relates to the…
4. Pre-Production - Concepting the Character After mulling over some ideas from the research stage, it was time to work out my design. I didnt want this to be a carbon copy of an existing Aribeth, I wanted to make something a little different - more to my taste. I went over my research board and look at which parts of the…
First and foremost, I would drop the whole wix site. Artstation is far superior in presentation, responsiveness and overall accessibility. Artists know it, hiring managers know it. It's the standard. Having to click around a bunch, scroll through images that gray out when i mouse over them to then have to click even…
Your biggest problem is subtlety, or lack of it. And that comes from your current sculpting technique. You're jumping straight into detailing before you've got your primary and secondary forms locked down. In the case of the human body, your primary shapes will form the silhouette, and you'll want to work at a fairly low…