This scene is looking good but it's not quite there yet. I'm not really liking the palm trees at all. They're hurting the overall quality of the scene. The leaves are looking too big and the proportions are off as well. I feel that the trunk should be a much taller and have smaller leaves. Right now they're right on top of…
Temples of Syrinx - A tribute to Rush - By Rob Targosz of Bent Vector Studios The images in my submission are in tribute to Canadian progressive rock band, Rush and their great album, 2112. This album is about a mystical place, The Temples of Syrinx and one citizen who re-discovers the joy of music there but is rejected by…
a little improvement on the design,i put some flat color to make it easier to see,still i have to think about what to do in all the central piece,but i have already some ideas.. My main problem at the moment is that i am trying to imagine/visualize on my mind the scene/place & right now i have 2 different scene concept in…
Hello Benjam, and welcome! Here are some ideas for the church scene. Polygon distribution in some areas looks low enougsh to be for omething like mobile imo while other places in the scene seem to go decently high. I'd take a minute and decide what the goals for the scene are. Is it a scene meant for a mobile game with…
4.12 .fbx scene import From the Docs: "With Full Scene Importing you can now take that environment you’ve already constructed in Max / Maya / Blender and import the entire scene into a level in the editor. A new Scene FBX asset is created for your environment so that you can re-import it allowing iteration on the…
Welcome one and all to the 97th edition of the Bi-Monthly Environment Art Challenge for the months of July and August! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Yeah there was a lot of dirty tricks, sometimes baked lighting was added to textures, sometimes it roughly matched the ambient lighting of the games. Often times photo textures had no strong directional lighting, but they did align the lighting that did exist to the scene so it looked more natural.
Hello polycount ! For my first post, i would like to share with you the progression / finalisation of my first scene with a PBR workflow in Unreal Engine ! All critics/feedbacks are welcome. I have a lot to learn ! :) I have been working on this scene for the past 5 weeks and i'm in the final sprint because It has to be…
Hey guys, I'm having a problem with my Maya renders. I just finished animating a scene in maya of a fighter plane taking off from a bunker and everything looks good in my Maya default viewport. As soon as I hit render current fram, my scene looks as if tho there is a light in the scene washing everything out. I have…