Featuring Leona, a really big shield, some good guys and some bad guys. More to follow, I'm still drafting. Love me some sunbabe though, super excited to write this <3 Thanks for the opportunity.
This is My final Project at Vancouver Film School for the 3D and Visual Effects Program. The Final version will be out in 2 weeks. This version isn't color corrected completely. Do Enjoy :) [vv]47431195[/vv] Website www.clintrodrigues.com
Finished texturing every prop, now I assume the next step would be to take care of the lighting, right ? Does anyone have any tip as to how I should start my lighting process ? Right now I have just wrapped the whole architecture with a LightMassImportanceVolume, based on what I saw in one of Unreal's demo scenes.…
Yeah ive done some dynamic clouds from a light, works but would be nice to have to shadows from the skydome. looking really good :) Do you have the night day working inside matinee? or is there other ways to do it?
Are you rendering in 3d studio max? You might want to try either marmoset toolbag 2 or an actual game engine like Unreal Engine 4 if you plan on having all your props come together in an environment. Foilage (at least for me) really just comes down to finding the right shapes of planes that can mimic the sort of pattern…
Hi guys, this is my last work based on a terry wei concept, it was rendered in marmoset textured in substance painter and modeled in zbrush. Hope you like it! ;) I posted it on my artstation too: https://www.artstation.com/artwork/6aBk6N
I'm not sure if I'll be able to finish this in time, but we'll see! Still roughing the composition/etc out, but I wanted to portray a more 'human' side of Lucian. Also because my feels every Thresh/Lucian lane.
@FreneticPonies I´m still trying to experiment with interior lighting. I agree that it is very dark. I´m using a dynamic lighting and I need to figure out a good solution to have both exterior and interior areas looking right. Right now I´m doing things in local post process volume to fake some things but I need to boost…
Which engine are you putting your scene together in? If it's UE4 I'd recommend doing a lightmass bake with some bounce lighting so the lighting doesn't jump to pitch black, or a subtle skylight if you're doing the lighting dynamically. Right now its kind of strange looking how some of the props appear to be pitch black in…