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'm having a little trouble making the right clipping mask for what I want to do. I have this here: The red portion is on a layer, and the white outline (which I made by expanding a border slection, so it does occlude some of the red) is on a seperate layer, so I can change it in the future if I want to. What I want to do…
The animation rate for the fire seems high; try slowing it down a bit and see if the fire looks more realistic. The smoke for the explosions seems sparse - in many parts you can see individual sprites. Rotating the smoke over time can also help to give a more realistic feel. The ballistic trails of smoke also don't feel…
Looks cool. I'd put more shadow between the eyebrow and the top of the eye, especially near to the nose. Maybe some more saturation and colour in the ear might help? Also I'm thinking maybe the highlights between the nose and lip, and on the chin, shouldn't be so bright? Not entirely sure about the grain/noise covering…
Interesting. Ill show you what I currently came up with. And why trying to get this to work in substance is going to be complicated. Because the object must tile off the 1:1 area, even if I offset to the middle at the end, the substance procedural wont align the right side of image to the left side. As far as the…
Hi all! This is the character I'm working on for my game. Her name is Sol, and she is an eleven year old girl. I am really hoping for feedback on the proportions! As modelling a child figure is much harder to gather reference for than I expected, and even then tricky to get feeling right! Any help is appreciated (:
I'm no expert in using UDK as a render tool so there's probably just something I'm missing - but this is a problem I have not been able to figure out after hours of searching around so I thought I'd just ask. I've run into it multiple times before but this is the first time I've had the chance to sit down and try to figure…
I might not be the most qualified to answer but here is a tip : To avoid this kind of issue you can try working more loosely. Since this image is more of an illustration you can approch it the 'painterly' way : just throw a few *very* loose lights first to get an idea of what you are doing, then work on light/shades to get…
Good work so far, but the lighting could use some touch ups. I would recommend ditching your fill light for a sky light. The point light sitting above your table is creating some unnatural specular highlights, making itself a little too obvious. If your room has all of its walls and ceiling in place, a sky light can create…
illumisanic I wonder if this plugin allows to paint textures with per pixel precision ? I.e. paint a one pixel wide lines or shift decal detail exactly 1pix left/right? including on non-square textures?