The lighting you've got going on is pretty cool and the overall scene looks nice. For your portfolio I would add some sort of man made light source coming from the right at an angle so you could get some spec hits off of the detail on the side. Most of your detail facing the camera is in shadow which works for the vfx…
I would like to have seen more hold poses in the short. Everything is very floaty, moving from one "extreme pose" (for lack of better wording 1am at night) to another. Or I don't know........ you have a ton of them in there sure, but I guess the poses themselfs might be a bit weak? Just a few examples: The whistle part.…
I have no idea of how to unwrap a UV map in Wings3D, but from what you describe what Wings3D tried to tell you was actually "define your UV seams first before unwrapping it". So basically you need to separate your closed object into several UV island (then stitch back some necessary part to reduce the seams as much as…
If you are using max you can get a plugin called Advanced Painter from Scriptspot.com. This allows you to pick seperate object such as a bolt and use that as a brush. Then you select the model you want to 'paint' bolts on, select advanced painter, select scaterer or randomizer, select the bolt as your object to paint with…
you're off to a good start man... solid the first thing that blew my mind is the overall sense of scale. those slabs look ENORMOUS... if it is a car garage, this area will be poured concrete, in which case you will see one of two instances... either a completely flat filled area of concrete, or a filled area with seams…
Hi all, I'm new to the forum but I've read a lot of wonderful info on here and this community is amazing so I figured I'd give it a shot to ask here before I try and reinvent the wheel on my character project. Concept: I have a few questions regarding the retopologizing into baking normal map work flow for game characters.…
Looking pretty good but I really feel the slats on it should be a different color to make it stand out, or at least a darker shade. The only thing keeping it from looking flat is the shading from the AO map.
I dig the atmosphere you've created, especially the lighting. The foliage on the other hand looks really flat and doesn't look like it's anchored to anything. It's like there's no plant, it's just leaves floating around
Hey, cool project :+1: Some aspects I think you could improve: * man-made structures could be grounded more in the environment by adding some weathering and (dirt) gradients. * spiraling trunks look too artificial. You can counter this by introducing more irregularity and more stretch. * Tree trunks colors is currently a…
Incoming Images! I think it's about finished. Unless I/you guys see major flaws/game breakers, I think I'll shelf this one. Flats: http://i.cubeupload.com/GZp5P1.jpg