I'm making this to look back on my learning and thought process throughout this project. I have a uni assignment where we have to make an interior environment with a hero asset as the clear focus. I've chosen to do the violin atelier in Whisper of the Heart following the concept that Seiji and Shizuku have grown up and Mr…
Hello, I'm currently a student looking for any type of feedback or critique on my project. The main story behind my scene is based on another scene that I made about a guy that won the lottery and bought a nice house and a car. This scene is about how after he blew through all of his money and now he has to live in this…
It looks like you've recreated a few assets from UT3. That seems confusing to me, to have a scene that would mix and match UT3 assets with your own designs. Not to mention ethically questionable. How would you point out in your portfolio which assets are your own design and which aren't? It'd be unethical for you not to…
Scene states and the batch render dialog would avoid you having to set it all up each time you want to render. You set up the scene right click and choose "save scene state" highlight the things you want it to save, give it a name and click save. Then in Rendering > Batch Render you create an entry for each render setting…
Environment team update! On this week, we've been working mostly on the exterior scene, so we could record a WIP Trailer from our game and attend the gamelab contest. We'll be updating every scene during the rest of the weeks and improve it considerably! The renders above were presented to the Gamelab contest first entry,…
@Toku thank you very much, such a significant improvement! here's before/after the implementation of it: regarding the reflections, I tried several things, got something to work quite nice as you can see in the screenshot. basically, I used a scene capture cube to capture a cube map of my scene and then save it as an HDR…
The textures were all grey , they were just picking up the incredibly blue lighting really well also my environment colour was a dark blue, which didn't help... I TOTALLY hear you on this, but when I was re-designing the colour scheme to be more modern scifi, I just didn't feel that It was matching the almost 90's scifi…
To start with the obvious question. What exactly makes this a 2048 scene? Aside from the bikes missing spokes (which just looks dumb tbh, give them spokes and rename it asian alleyway), there's no obvious scifi elements here that I can see. Your scene has heavy rain, but aside from the asphalt none of it appears wet. Your…
Very confusing, lots of repetition Most of the work from the demo reel isn't in the portfolio. The two knights aren't bad, but they cancel out the base male's value as a portfolio piece. The open face knight face is WAY too clean (rough, dark armor with strong spec vs. matte, clean boy face) Like two different artists made…
Lighting that works for single shot beauty renders or animation, or lighting that works for a game? 1st, shadow calculation is the number one thing that causes your CPU to choke when rendering. Controlling your shadows is key to keeping render times low. Shadow map does a good job of this. Skylight: In 3dsmax there is a…