may wanna have the lights work and give off a slight dim light to play with the fog, would probably help the scene a bit, also have the fog in the background a bit heavier while lessening the fog in the foreground maybe. consider a bit of visual story telling as well to make the shots look better, either bring in some…
You only completed the first step in texturing. You put the base color values. ITs not finished like that. Now you need to add drybrushing (highlights at the edges) - wear n tear Dirt & Scratches Slight Color variation in the diffuse (especially in metal) Put maybe a light setup and bake a top down light, put it very…
Honestly I think it's done and it's looking great! However if you wanna go and touch up smaller things you can think about: - Explosions cause more damage and splinters being thrown far into the room. Looking at the broken wooden wall I'm not sure if it's Sledge type of damage or explosion type of damage, I see very little…
Xoluil: thanks, interesting to hear what people think, I made the wheels slightly bigger than in my reference but maybe its just not quite big enough still. Good tip about the slight curve, wouldn't have been able to notice that on the blueprints. unfortunately unity is being a pain in the ass and wont export with my…
I posted two of these in my anatomy thread, but I'm going to move it here because I plan to work on this image a bit while I do the escape challenge. I really cannot decide on a composition. I'm not sure how to capture the girl, and the light being turned off, in one shot. I've tried vray cylindrical camera, and fish-eye,…
Pretty neat looking update i like it, if you did not see it i think the Admin on the forums posted something about record lighting the "correct way", atm no link. Using the babylon engine or something. When you get to the record texturing part. Can't link it if it is in the wiki i get a warning potentially unsafe again.…
Lighting is inconsistent, looks fake. The top towers or whatever they're called have a dark side away from the main lightsource but the bridge and building on the right side have a secondary light (probably a point light to fake some ambient/bounce light). Fake lights are great but dont overdo it. Try to keep it…
@cturbo Looking great so far! Love that you've included some volumetrics. The reference puts a lot of focus on this giant pool of light spilling down the stairs - so don't be afraid to experiment with sun angles and removing more wall, anything you can do to get that light in there.
Hey there, Really nice progress so far, looking forward to seeing this develop :) . I think you've matched the concept quite nicely, also it doesn't have to be 100% accurate when it comes to all details, one can always make slight changes as long as the feeling and the atmosphere of the concept is achieved. I would rotate…
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…