Hello all! I am a 3D artist with over 4 years of experience in the industry and with the unreal engine. I specialize in character/creature modeling and texturing with a realistic style. I have no problem doing other graphical styles along with any technical budgets. I'm good with material and shader creation in the unreal…
Wingednosering: Well now it does! :D Nathdevlin: Layout - Good! 2D - Yes, I agree, I should make some new 2D art thats displays more of a finished product 3D - Good thing you pointed that out! My next project will be architectural and some more vegetation Thank you for your answer, I will send it too some companies with…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
Feanix: Great idea, I dont know why I didnt bake AO on them in the first place. That'll make em pop :poly124: As for the rain, I watched the Eat 3d cinematic video. http://eat3d.com/udk_cinematics (I only watched the elements that I needed to apply to my environment) And to make it look like the rain is rolling down the…
Hey, I really like what you've got! I have a few comments and suggestions: 1. I like the flags, definitely cheers up the place! 2. I made a similar scene once, and I always regretted not adding some garbage to it. Little piles of random trash can help a scene feel alive and give evidence of the characters that might live…
Fully agree with the point about the pipeline and material editor. However, I think that CryEngine is much easier to use and learn than UnrealED; basic object manipulation can be really clunky at times in UnrealED. BSP's are far better in UDK than in CE2; Solid Tool is an unfinished and completely unsupported feature. I…
Definitely progressing. A few notes though: 1. In your scene the arch etched into the wall with all the circles on top in your scene appears to be flat, but in the reference image it looks more like it's protruding from the rear of the building. Not sure if this is your personal take on things but I think making it…
Helloo ! In my opinion, what makes a scene pretty are the little details. At the moment, everything looks a little bit too "perfect" to be believable (it already looks very nice, but it could be a bit more "alive" you see :p ) . So here are some ideas (done with a mouse in 2min so dont judge the drawing ><)…
Hi, and thanks for the comentaries. Well I have been buisy today, This is what I did until now: I lowered a lot the gloss from the cave walls, also from colums (stalactites and stalagmites). I may add some detail texture for the cave walls to help reduce the gloss. Also lowered lights intensity and retouched Lmass…