Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
That sounds totally right but it seems that you took the specular map for the glossyness/Roughness map and vice versa, or i didnt get you right This is my point of knowledge at the moment If I break it down its pretty simple, specular gives the brightness intensity on specific places of the reflection, works like a mask,…
The first thing that stands out to me is the colors are different. I would suggest picking colors directly from the reference, and filling your art with those. The next thing that I see is proportions. The reference face is shorter overall. One trick I like to use is to put the reference and the art right next to each…
Thanks again! I think you're right that they don't look great on that one but I think I have a better solution than getting rid of them altogether - The reason I don't want to do that is because then the roof would have a very sudden and straight edge - which is to fix their actual location which I seem to have messed up…
Yeah, besides the two things I mentioned. The Lincoln logs were the next thing I noticed. That's an easy fix. That's about right on the story. Guy falling out of the sky jumped from the glass thing and is going to rambo the hostage platform. The guys on the roof to the right are trying to save the hostages, but one guy…
It looks like the picture you did the comparison with isn't the actual final one. ( I can tell because the main side crystal still has those stupid bright white ovals in the center of it...) I did clean up the crystals a bunch since that image but you're probably right they could do with a bit more tightening up. That and…
Hello, I'm not the best at Unity nor do I know enough about lighting. I put together this scene and have a few lights.. all randomly placed until shit looked right. Anyways I was thinking about adding filters to the cameras but I feel like this is cheating. The game is meant to be viewed at a downward angle so you wont see…
I'm writing a set of tools for use in cinematics and i'm trying to find out if maya has a certain attribute to help with one of the tools. I was wondering if objects have a way of reading how much light they are receiving. For example, a spot light is lighting an object with a brightness of 3, the object it is lighting…
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Hey guys quick question, I'm working on a arcade environment and many of the assets deal with lots of those little light bulbs that attract people's attention on the more old school arcade/fair games. I was wondering if there is any way to model them without using to many polys. In order to get the silhouette right I had…