Played it over at my buddys house last night for a few hours. overall we had a good time, but it really kinda felt like halo 3.5 personally I thought it looked alright graphically, not amazing by any means but a couple minutes into it my bud said "wow it looks just like halo 3" which the more I played the more I started to…
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…
Alright, here are a few more quick observations. 1. The color tone of the original piece is very cold and desaturated. Right now in yours, there seems to be this green tinge in the atmosphere. I'd probably remove that. 2. Really try and pay attention to the small details in the concept. Look at the globes in your piece.…
Whoops, you're right Ambershee--I mistyped when I said UDK...in my brain UE3 and UDK are pretty much one-and-the-same, and Native access is more a license difference than a technological one (Even UE3 doesn't have native access if you're modding a UE3 game). Regardless, I think we're saying the same thing... I'm sure…
Lighting is definitevly better, but there's something about it that makes your scene look like a cheap 3ds max render. It would be great if you could show your lighting setup in more detail; that will make it easier to give you decent tips. Personally, I would probably skip the overcast look altogether. I find it extremely…
Thanks for the feedback, everyone. PatrickL: You're right, I actually was going to model out some of those dents, particularly in the shoulder armor, but I guess it slipped my mind. I also had similar concerns regarding the chains. My client wanted to avoid the use of alpha if possible, and the poly budget was 8k so I…
Adding on top of the lighting comments you've got so far, I'd try and focus on where your main focus in this piece is... as right now you've got god rays fighting with the green terminal light things (not sure what they are?) along with the reflection off the floor... perhaps drop the bloom a little too, great start though!
I really like the models and textures. In the final night render I don' think it reads well as a composition. Your horizontal lines point to the lights on the light and don't give much of a pay off, while the right side of the comp shows off none of the detail of the door or the area before it. Work on the comp and it'll…
I like how you have two different light colors. one for inside the dungeon and one coming from above, im guessing outside. Might look better if you made the outside light from above spread more and actually hit the floor of the dungeon. As it stands right now it seems to stop too abruptly.
Max: Alt+Q Isolation mode PS: SHIFT+CTRL+D Reselect Unreal: select by property: shift+click on property (e.g. brightness 0.5) then right click on light in viewport and choose select by property to select all lights with the value of 0.5 WinXp (possibly Vista as well): Shift+Pause Brings up System Properties