While everything is looking good in general, the composition is really jumbled at the moment. --The first thing that I see is the large white-hot under lighting coming from below the train. With all of the haze/bloom going over the train, I hardly notice it at all in the first glance. The lights on the train are similar to…
Looking good, huge improvements. Crits: - The level of dirt at the bottom of the white area, is about right for the level of dirt next to the ground. The bottom piece needs that treatment also, and maybe a bit more. - It looks like you dropped in onto a grass plane. Blending props into the environment is also something to…
-Added more colour to the floormore -Grime to the walls -Made the sides of the image darker -Added lightbeams at the back -More coloured lights -Slight Dof -Slight overall fog and another fog at the bottom Even though the detail I've put in the textures is harder to see, I'm going to show the unlit version in my portfolio…
looking good, I have a few suggestions (in quick easy bullet points): 1. first off the lamp at the back of the room is too bright (its the initial focus of attention in every image it is in). I would expect the desk to be the focus (and as such is the contrast point in the room). a good indicator of brightness of the lamp…
@Tvidotto I suggest a lot more texture work. Are you using zbrush for your normal generation and textures? Starting with the owl, I think you need to use the detail masks and break down the coloring for the wings to patterns from dark to light to create an artificial contrast. I also suggest making the owl have a snow cap.…
I just use Hard Light. You can also use Overlay but then you need to reduce your blue channel by 50%. As far as I understand neither technique is 100% mathematically correct and can give some slight variation in results, but I find that Hard Light works for almost everything I've come across. And if you are just blending…
Yeah that makes a lot of sense cool references - I really like the lighting in hit man - but then again - In a lot of those action games - there's a need for visual clarity - you need to be able to see the enemies - I remember Doom 3 had quite a bit of harsh lighting that made it way hard to see enemies...but It worked out…
Hi, I'm looking for a 3d character artist position, either temporary or permanent. I'm primarily interested in stylized or semi-realistic styles. I have extensive experience creating realistic and stylized game characters for AAA and mid-core projects.
I'm proficient in the full development cycle, from blockout creation to…
Hello, I'm curious what sort of a light is used when scanning the surface for Albedo? There is a slight yellow hue to every Albedo texture that I manually counter to get more realistic colors. But I'm not sure if this is something with the scanner casting some yellow-ish light on the surface or my eyes think that way. For…
Yar! UDK (Feb build). Latest: Stuff addressed from the last screenshot: Light switch color corrected; dirtied + decals those vertical supports; Had a light that didn't have shadows enabled! (re-enabled) + Toned down floor bumplies, still need to address repetition; Start of DOF (slight blur over scene to soften it). And…