brighten the first screenshots up slightly but not too much and that's about the right level of brightness. I can see that this environment takes alot from it being dark, it's meant to be a space horror idd. But don't go as far as to brighten things up tonnes, have certain lights that are pretty bright but flicker or…
For a first environment this is looking pretty great so far! However there are a few conflicting things. Now I'm no scientist but I'm pretty sure trees grow towards sunlight, and require it to grow. having the tree grow from darkness (like in your first shot) is just unrealistic. One way to rectify this is maybe open up…
Now the grass blend works(mostly). Not sure what you did. But this looks much better. But now the whole image is a bit blown out. The ambient brightness is a bit too high relative to the sky brightness. I don't think this is a good sun angle because it puts the 90% of your scene into shadows. If you want to keep that,…
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heyo...Marie...good to see u back...Very good start...And am sure you have the art work of last of us posted here and in ZB central..what i see from original character is her jaw line is more conical...whereas urs is lil broad..and eyes is bit off which makes her lil old...few changes in lips and u might want to broaden up…
Hello, I am having trouble to find out how to use my object's second UV-channel with the 3point Shader Lite material. Is there a way to do this, or does 3point shader Lite not support it? (Refering to 3ds max) Hope someone can help me out. Thanks, Andr
Hi. I'm still a student taking up multimedia animation course and you see, we are to make a visual game and i would like to hear suggestions what would be more useful or more efficient to use, c4d or maya lite? Which would be create less problem in unity? Though I am already accustom in using cinema 4d .. would it be ok or…
You know I had that idea as well before: But I haven't touched yet that idea in terms of scripting, I guess it would require some kind of edge to edge collision detection which can be rather CPU intense because of the many loop I would have to process (edge against all other edges). But certainly possible. Also this way…
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
@Chris, Yeah the leaf texture is very WIP at the moment. In that shot the leaf textures are at least leafy compared to the previous shots where they were just yellow with alpha but tomorrow I'm going to spend some more time on those yellow trees. My plan right now is to get a bit more variation in the leaf texture itself…