On what you have: ENIGMATIC - Lack of Lighting, just really dark and flat. - Ambient Occlusion WAY too strong. - Bold outline shader too strong as well. - Has potential to be a good scene, just doesn't have anything interesting besides the building. Needs more story behind it. Final Thoughts- Needs to have some sort of…
Since you asked here is some feedback that could help with the material definition. It looks like you need to accent the edges of the armor more, in both the spec and the diffuse. A lot of the edges and corners should be getting close to white. The spec for the metal looks like it should also be pushed more, it's currently…
A lot of those tiles are VERY repetitive, it looks strange on the floor. I'd push your normals out a lot more, get a nicer round edge on them, at the moment they look very much like they've been run through the NVidia filter, or crazybump without tweaking any settings. It's also not helping you that all your tiles have a…
qft. Also your upper and lower receiver should form more of a V shape from the side silhouette. close up rear The gas block tapers. Its about 2/3 the width on the bottom @ the barrel and once it raises to drive the piston rod its hangs further back. It pinches together and has a small cylindrical shape in between the…
This, is reeeealy awesome. I personaly think what makes it stand out the most is the shadows that the polygons create from the "bad subdividing". The sharper the angle, the more interesting it becomes. Flat surfaces just seem boring. The shark is okay. The mouth is wicked sweet while the rest of the skin is okay. The human…
^^^ yes and also turn off ALL lights. turn them on one by one. and try them individually. adjust settings on lights with your flat shader. then reapply your shaders one by one and do test renders. yes around 30sec. the shadows for your lights and other render settings have just as much an effect as the shaders do. if you…
As far as I know, 2013 has some problems with TBN and directx shaders. I cannot get any of my shaders to work properly at work. Writing a custom shader to return the tangent and bitangent per vertex to the viewport shows flat (or practically flat) colours in 2013, where the exact same shader shows expected results in 2012…
That lights! Maybe water on floor near fountain need more work, now just looks like part of floor is reflecting. Maybe add a heightmap as mask or something like that. Make it blend in interesting way. Plants growing from floor. Bad idea. Maybe add some rubble pile? http://img542.imageshack.us/img542/3662/tutorialy.png As…
The skin also looks pretty flat. Its be cool to give him more of a sweaty look since they'd be out in the sun alot. Also, I'd go back to the high poly and improve his torso, make it more muscular, its too flat atm. And yeh like you said the eyes still need some work, around the eye sockets its really dark yet the eyes are…
I think the skin is too shiny or glossy on most of the characters but that's probably too late to change now. If you only textured these new models you really should post the texture flats as well. I think you need to cull out some pieces as your portfolio is IMO way too big right now with over 40 pieces. Right now it is…