Last week I ended up being a day late with the update and this week I'm posting the update a day early since I'm going on a mini-vacation this weekend. This week I got a lot of feedback from the fine folks in "Ryan Benno's Game Artist Hangout" Discord server. They suggested adding some spotlights in to emphasize the door…
General speaking the big boys (Quixel et al) do fancy stuff with polarizing filters and specialized light setups that will be difficult for you to replicate without a R&D and mechanical engineering budget. But something simple you can try is getting a circular polarizing filter for your lens and twisting it to remove as…
Hi there, I think that compering UE4 vs Toolbag is wrong. They are two different softwares, serving totally different purposes. Toolbag helps you put together a comprehensive presentation in a real time renderer, fast and easy whereas UE4 is a sophisticated 3D game engine. If you want to demonstrate your UE4 technical…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…
Some of those look colour enhanced, but the general principle between them all is the same. You're going to want a material with: a low to medium specular exponent. Between 4 and 10 for a default phong implementation. A coloured transmission mask modulated by a dot product between camera and surface normal. Depending on…
Hey guys i know its been a short while since i had any updates for this but i have plenty of other work im struggling to get through as it is xD I'm sort of stuck at the moment with colour theory for the polypainting process, i'm not by any means a good texturer and i haven't done a lot of painting in the past but i would…
Are you setting up any image planes in Maya? The eye/mouth proportions look alright, but it's difficult to compare your renders with the reference. I did a paintover for you to illustrate how the nose should look (You want to maintain the profile, but the nose lacks sideways dimenstion, some suggestion of nostrils, etc.)…
It needs more color unification. There's like 10 different colors for everything. Try making all the hud stuff / glowy bits all one color, and then light the room with them. The texturing on certain elements also looks extremely low-res. I noticed that on the door in the back, you have a really low-res painted in highlight…
wow. that was pretty much the best feedback you could have gotten and you took it completely wrong. when making things from nature, never use your mind, what you think something looks like and what it actually looks like is never the same. if you want to learn to make realistic rocks, pick a reference and find out the ways…
Cool, looking good. A couple of notes: The screen left hand feels too linear as it plants on the arm rest at roughly f16. A bot of jitter at f11 for screen right hand. The feet moving at the start feels awkward. I get what you're going for, but I don't know if it feels natural. I feel like the screen left foot could start…