Forgot to update on here for a whole month oops xP Most of my attention on the environment side of things has been diverted to the street level until this point. Here's what I've managed to get it to so far: Right now everything is still super rough, and my current focus is bringing as many assets as possible to the "base…
I may rework the character model geometry in the future, at the moment I just wanted to focus on the lighting. I felt that the 2018 model was very poorly lit with the materials not being defined (like subsurface) and little to no definition of the form, shape and details. By adding some rim lights and reworking the…
This looks like a fun project! Looking at the concept before reading your description, I thought the liquid appendages were supposed to be tea, not honey. Coming as they are out from a teapot and all. So you might want to seek ways to clue the viewer in that it’s honey, like adding some bits of honeycomb, or maybe some…
Yeah you won't immediately see any evidence of vertex colors when you import your model unless you apply a shader/matarial that uses them. If you import the Standard Assets (Mobile) unity package into your project there is a Mobile Vertex Colored shader in it. Right click that shader -> Create -> Material. Then drag the…
I am not sure whats "gradient transfer curve" in Photoshop but it's sounding like "gradient map" . To have library panel gradient preset available you need to right click it there (in library panel) and chose "create gradient preset" . it will copy the preset to last used gradient presets folder . Then it's available for…
+ Improved lighting and composition + Glass shader and texture for the showcase + Broken windows + Lowered the height of street lights + Pushed the buildings to the sides to create some space and release the tension from being too close to the main building. This also created two alleyways where I will add a fence and some…
Ghost Lake https://www.artstation.com/artwork/bg530G Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make…
IMO, I think it's even a stretch to say that a mastery of organic materials =/= mastery of environment assets. There was a great thread last year that talked about how to design hard surface props by studying how practical engineering works. http://polycount.com/discussion/190796/studying-machinery-for-hard-surface-art Of…
Congrats @ThomCorfield looking good :+1: To push it further, could break up straight edges and detail silhouettes. Looking at pillars, shape could be widened towards bottom? Some grouts/ texture details read a bit too faint in my opinion and as a result, the structure visually becomes one continuous piece. Lighting-wise,…