Welcome to PC! So just a few notes... The Prometheus environment needs some work. Firstly, I would take a look at these guys!! http://www.benprocter.com/prometheus/ http://vyle-art.com/portfolio/prometheus/ Really dial in this visual style, because there is nothing in your environment that really screams PROMETHEUS to me.…
Hey man, it looks like you're off to a good start, it's very important to try and really think through your character before you jump in and start making him. A couple of pointers: I agree with you that the concept you've come up with is a bit too like that nathan payne character, I'd try and come up with something more…
Lots of good work there. I would put your work more front and center right away on your site, as opposed to having it in separate sections. I should be able to see work immediately. I've always like this layout: http://stevenskidmore.com/ or this http://www.grimmsorg.com/ Or if you want to just have individual pieces, go…
@carlobarley: Yer of course I will give you a brief run down now but when I have finished with the project I will do a proper right up cause there are a lot of tips tricks and hints that I want to share with everyone, plus a few people have been asking for a break down. I Baked an AO and Normal from the high poly in max as…
Looking good so far, but you could push the composition a lot more and have a stronger focus point. The sky is super high in contrast where the landscape isn't. Try to have a better balance. Use the most contrast and saturation where you want the viewer to look at, for example the car. Right now the sky screams for…
I'm a huge fan of the GTA games too, and I think you've got some great looking stuff here. However, one thing that I'm noticing is that there seems to be some contradictions in the 'era' in which your scene is set, not a major issue but a bit of authenticity would probably help a bit, Vice City didn't go for ultra realism…
The light coming from the glass is too bright, it's like the glass is what's illuminating the scene, not the full moon above. This is made more obvious by the dark night sky you have poking through. Unfortunately, I'm not sure how to fix this. Perhaps research how we see in low light conditions. Look for lighting to be…
I feel that you can take this a lot further and make it into a kickass portfolio piece. Here's what's bothering me: Theme - You got a lot mixed up here! This doesn't look Mediterranean to me. You got some arabesque patterns on the walls, the first thing that came into my mind was Portugal's moorish architecture. Take a…
I'd love to see some examples of raymarched volumes running on this scale! As for papers, check this presentation out: http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/ On Page 42 you can see one of my early tests for the cloudsetup where we still tried to use volumetric shading.…
The grass needs a great deal of work. The texture is rather bland, and the models are clearly just billboards; at the very least add a second segment so you can bend them. The grass also seems too large compared to the ferns. I'd seriously consider removing it entirely, possibly replacing it with some appropriate weeds.…