Some insightful info already discussed here and additionally as others mentioned lighting can make or break a scene regardless of an intended art direction so I'd also suggest looking into photography techniques, for example 'Rembrandt Lighting' although the master himself was particularly influenced by the works of…
In modern engines foliage is usualy vertex animated. That means you don't have to animate via key frames. The animation is created proceduraly in the engine. But you have to study what method exactly is used in the engine you use. For example in Cryengine you have to vertex paint your model inside your 3d package to…
Hey guys So, I'm trying to use the TC curvature shader information of polygon models and I'm a little confused. If I apply the shaders in the example scene to my models the render comes out black, Im assuming this is because they are polygon models and all the example scene uses is nurbs. The site also claims there are…
[ QUOTE ] I'm not really a fan of the series, but I'm wondering why they chose to not cell shade the environment. I really dislike it when games do this. [/ QUOTE ] In animation, backgrounds are typically painted, and only the characters and objects which they interact with are painted on cels... well, unless we're talking…
Legacy , ACES, Adobe and why? Isn't Adobe one basically same as in Photoshop ( ICC profiles based) the games usually ignore while in full screen ? ACES one is for VFX . Games use only tone mapper part of it , right? What you set for Unreal5 based game for example ?
Hi, How do you motivate average 3D artists to raise their quality bar or how were you inspired by your leads, if you ever needed to? I think many of you have some thoughts from either side. There's also a specific case to my question. I have a problem with a character artist who doesn't want to learn (by theory, i. e.…
Interesting, and works pretty well. Is this simply a reflection or some form of material capture (MatCap)? I guess at some level, that's probably the same. If the example Botz tiles are consistent enough, you might be able to get a proper MatCap of it by approximating a 3D model of the tile. Or maybe the edge regions are…
For something static it's easy . Just render a picture of whats behind , a cube map projection maybe, and distort /displace it by a normal map with vector warp node . if you want time of day changing and something moving behind the glass you need a special render target in the engine. A dynamic cube map maybe or have this…
Hey Graffiti, digging the new panel. Yet I'd be curious to look at your mood board/inspiration. Also, what is the purpose of this piece? Portfolio? Practice? Material studies? Level layout? This environment could fit any number of those qualifications; (understood it's still a wip) yet I wouldn't say any of them are…
Hi Hijlkema, This is really cool, great job. I like the props and the texture work for sure! I feel like there is a story to the scene, but in order to tell your specific story, it needs to be pushed a little more as I don't quite see a zombie/infection environment. It looks more like a group of houses foreclosed in the…