Thanks for the feedback, I appreciate it very much. I'm actually in between jobs right now, so I'm trying to get up my skills so I have more options. I actually got to take an art test for an environment position recently . They thought my test was "good" but they want me for lighting instead....However I'm currently stuck…
Offline rendering is a pretty in-depth topic, but here's some things that might help you out. If your uni has a digital tutors membership - they have a ton of intro level videos covering the basics of mental ray lighting. If not, check YouTube - lots of other artists record tutorials covering these topics (I found a lot…
Overall, I like it. The textures and geometry look well executed, and you've done a good job of creating a believable scene from a small manageable asset set. A few things do occur to me as potential improvements. The arches on the right side could probably be a bit better defined by a strip of trim texture that follows…
I understand what you mean. In my reference image is clear that the warm sunlight is bouncing a lot. Hard to reproduce that with spot and point lights... but what if my skylight casts warm light instead of blue sky color (to simulate this overall bounce light) and I use DFAO with blue tint to simulate the actual ambient…
I would add a bit of colored lighting somewhere in the scene, to add a bit of visual excitement to your renders. Right now it's a bit monochromatic, which makes it more dull than it should be IMHO. This is a great scene with lots of great details. A bit of hot/cool rim/bounce lighting would really make it pop. Look at your…
I am working on a Fighting Arena based in the Pokemon world. Similar to the fighting arena in the Pokemon Detective Pikachu movie. Arena concept by Concept Art House: Lighting reference: https://youtu.be/6ooNSgAnOoc I did Basic Blockout in Unreal engine using blockout tools. I'm currently adding assets to create an asset…
I'm trying to get better at lighting setups, so I can have some kind of methodology instead of just going with the feels. However, the results I'm getting raise some questions. So could someone please tell my why does it go bonkers when I copy the light how it is in a tutorial? In this case I only get adequate result after…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
I like it, there is a lot of promise coming from this scene. I think its great you're recreating an environment from BioShock. There is much to be learned from using such wonderful reference. Ok lets get down to what will sell this scene as BioShock box art. Table: - Its the center piece of the room yet is letting the…
Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…