Yea that's a great video and matches my experience with it. The realistic lighting is really accurate to the point when I'm laying out the lighting for an environment I'm not rendering the scene after every tweak, it's saving a bunch of time. As for the skinned mesh deformation speed, for me there is a slight noticeable…
The model looks very cool but I have to agree, its overly glossy. Also many of the edges are very sharp, combining both of these things making it look noisy and hard to read. Your reference is totally matte - I think the gold anodized look is cool but then you should make the other parts matte, there should always be a…
Looks really well, not much to critisize on it, some edges having a more intense wear on the texture would make it a little less uniform tho and could bring up some interest but doesn't need to. I would like to see more interesting backgrounds tho. The high poly shots use a nice glow/gradient, while your final ones have…
This looks sweet, very clean. Good likeness to the concept aswell. As people have already mentioned, you should tweak the textures a bit and add some slight wear and tear. Add some stains in the specular maps, it will show and get rid of that ultra clean look. I would also add more ambient occlusion in the corners if your…
thanks for the thoughts guys! in my scene i dont have any lights, all my materials just use: AO which most of the time ends up purple and incidence based lighting which ill have a: -top down (usually emulates the sunlight or in some scenes its used to create the 'sand' paths -2 sides the two will be used for the main…
this looks great man! I really like how you noticed the original floor texture was too detailed/distracting and quickly scaled it back. Sometimes less is more and developing that critical eye is what makes a really strong artist. The details in the scene gel really well together, I could easily see this being an…
You tend to get over your fears pretty fast once you've flown enough. I've been in planes that have been struck by lighting when landing in a thunderstorm, had emergency landings for both mechanical and medical emergencies on board, had a fuel pump go out just as the plane was accelerating on the runway, etc. You learn…
Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
What i believe without doing it myself, nearly ever so grainiest of salts with my post here but from what i see is: modular kit assets. (make environment life easier) preferably made by you, dependent on your goals with your designing and $ pocket depth. 1. Artstation link Fundamentals of Modular kits 2. Artstation link…