in that scene there is a dynamic light at the end of the hall for cast shadows, but using the volumetric lightmap and capsule shadows also drives soft shadows,even without any lights in the scene, just based on the intensity and directionality baked into the volumetric lightmap. nowdays the volumetric lightmap can even…
Sub-D modeling (Maya or Max or Blender) Digital sculpting (kind of optional) (ZBrush) Retopologizing/Low poly modeling UV Mapping Baking Texturing (Substance Painter) Lighting (UE4 or Unity or your chosen modeling program) Soft skills; Composition (Colour theory, layout, camera work) I would suggest avoiding full…
The texture noise is really overpowering on a lof of the props. Try and be a lot more subtle and layered with your materials. The way heavy grunge looks and how it's placed should always be based on how the surface its on is likely to accumulate said grunge. I'd also recommend supersampling your screen shots instead of…
This looks very cool! I really enjoy the proportions and anatomy! The model itself is very good but i feel you could push the lighting and textures more. It's hard to tell the materials apart (aside from metal and not metal) you could also use more contrast in your lighting. All the shadows are very soft but adding…
hey i like the renders something like that gears it self more to motion graphics you should animate/ lens flares are very frowned upon and cliche / and looking at the composition of the soda can tone down the background the focal point should be the the product you are selling the Photoshop concept is a bit dark…
Perspective / Orthographic rarely matters imo. Drop the resolution down a bit more. Use TrimDynamic. hPolish is trimsDynamic on steroids and, from my understanding and use, only good when you need to polish a final sculpt. You're well on your way! But actually make it planar, don't make it soft at the edges. First thing I…
Yeah, I think that's how it must be! I read in some of her comments for the concept that it was supposed to be a wine and food shop, but potions would be suiting. The symbols and the lamp hanging from the wall makes it look like it isn't an ordinary building/shop. I will try to do something similar with the textures! I…
Well done! Something you can also do to get more specific strands for your upper hair layers, is pumping up the alpha dither to 2 or 2.5. That gave me a result had the masked quality of Cutout Transparency, but the edge softness and texture quality of Dithered Transparency. EDIT: Question, did you also to an anistrophic…
Very hacky but I think this should be good enough for the most of purposes: The map that I called distribution map/ coordinate is a simple soft radial gradient. If you want a more physically accurate result, get the shader from the guy in the another thread. You can also look up some references. For example:…
More contrast on your textures is a big thing. This will create a lot more depth and interest in the textures. Your materials should be rendered like that specific material (metal usually shiny, harder specular, wood not so much, etc). Watch the blurry painting in your textures. It's making your objects appear very soft. A…