Where do games fall that are attempting a truly "realistic" experience? If the lighting becomes super contrasted all the time and has a beautiful palette, is that realistic? Not trying to troll, just something I honestly wonder...
If I understand correctly, since it's just a couple small details, and that appears to be the only reason you need that second texture set and material for that level, I'd probably add the bolt decal to the other levels decal texture sheet so it's all self contained. Limiting the number of materials and textures being…
Your realistic stuff are among your stronger pieces, and seems to be your primary focus. Scrap the stylized stuff, and focus on realistic props. An enviro or two is good, if they're top notch. Don't be afraid to "less is more" treatment to your folio.
Hello - I'm a 3D Artist specialising in 3D Character Art. Open to freelance work and able to create: * Low and High Poly Models * Stylised, Semi-Realistic or Realistic Models * Game-Ready Models (with optimised topology for Rigging/Skinning/Animation) * PBR Materials Portfolio: https://emanuwa.myportfolio.com/ Email:…
Howdy, We're looking for some local talent for some short term on site contracts here at Valkyrie Entertainment. Weapons (realistic) Characters (stylized) Environments (stylized) Environments (realistic) Solid production skills from high poly to completed textured assets needed. Studio is in pioneer square.…
Hi! I've been working on a female realistic sculpt the past few days and wanted to receive some feedback to help me move forward, specifically anatomy etc, or anything to help me learn and improve. Aspiration is to be a realistic character artist :) Thanks for your time!
All right, so I adjusted the figure so he looks a lot more realistic. He has realistic curves now (I hope) If anything needs to be adjusted, draw overs are always welcome.
Now THAT is how to do a MK movie. Love the feel to it, and the realistic angle. I'll gladly take a dark and realistic take on the MK universe that isn't a slave to the mythology aspect. Would be very cool to see this take on it.
For hyper-realistic(aka 'photoreal') artwork PBR seems to be the way to go, and it's not especially difficult to get your head around. This is a good primer on how it works. It's not going to be the solution for every project, but it is certainly popular for realistic art styles.
That's because the 360 version has a higher contrast ratio, which makes the image look less realistic, but clearer and sharper. Just one more example where chasing after realistic rendering is self-destructive to the final product.