Good going . I think you can still vastly improve the lighting. Here is what I would do -The major amount of light is coming from those lamps, which would mean the scene is lit from top-down, however that is not clearly evident as the values are more soft and diffuse, so have a bit more dark on the top and a bit more…
I've run into this problem before and as far as I can tell there is no way around it using RTT. The best solution is to set up a camera where you top viewport is, set your resolution to 2048x2048 (or whatever res you wish to render) and then render out your diffuse, normals, AO, Spec and whatever other maps you may want.…
Thanks for the input guys. I made a specular map for it and fixed up my lighting to all white color than slight blue on the pics of the first post above. I am satisfied with the results, but I am wondering if I am going about it the right way or will this only look good with my Maya light setup. Rendered with specular map…
Hey Masakari, didnt know you frequented this forum . Saw alot of your previous work for a mechwarrior mod/game with mts. Anyhow your model is looking great, i'm sure you know already that the self illumination property in max won't actually emit any sort of glow it will just cause any light applied to the color/material to…
^Agree. Congrats on something I've never seen, pretty neat i can see alternatives having a stronger potential, after this one has paved the way for them. AFAIK. Edit: to add more i think a junkyard scene background with a dim lighting of your choosing might've gone a longer way with presentation, your choice. With what…
So I upped the map to 8K and that helped a little, I added a roughness map (pic included), and refined the facial hair more. What helped move me forward alot was playing with lighting (switching from point lights to area lights) and getting a better three point setup. I wanted to see how much more realism I could get…
So I though I should do a bit of a breakdown of the scene as well, I'm gonna try to give a bit of insight to my process and the different assets and materials I used, its by no means any high end sculpting stuff but it did the job for me :) I quickly blocked out the basics shapes the first evening I started, I was going of…
Looks like a pretty good start. His skin tone is too uniform right now. You need to add some slight pinks and purples in certain areas like around his eyes, the tip of his nose, cheeks, places like that. And make it a little more blotchy looking. His hair is all too much the same also. You need to add in variations of the…
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