Dolemite: No problem. Yeah there is definitely a balance that is needed when doing your UVW's. I probably let them get too organic (like Rumkugel pointed out) because I am used to doing characters more. I use mainly unfold 3d magic which has a tendency to give you the more organic uvs. But I always fix up my uvw's in 3ds…
In the movie, perhaps the most dramatic pose in this scene is when they are trying to get back to this ship, struggling against the viscosity of the water. Ship seems untextured. Robot should be placed elsewhere, since it is merging with the silhouette of the ship, and thus it's difficult to read. Composition-wise the ship…
Hey Everyone - Really excited to take part in this challenge. Here are a few thumbnails from the other night. I want to try and merge the ideas of open organic environments and tight space tech corridors. Turning the corner in some tight spaces and being able to jump out to some floating islands etc. Anyway, this is first…
Overall great port keep up the good work! Viking Island Textures Textures are a bit noisy need less shadow or AO information baked in the diffuse textures. Right now everything seems to have about the same amount of spec which makes a lot of the textures feel flat. This scene could use a well tweaked specular or roughness…
Ok, wow. I have no idea what I wrote in years past - hopefully it's consistent and not too confusing ;) - and I just googled the Intuos 2025 and yeah: that looks different (mine are what might be called Intuos Pro of the previous generation or two). So you got three separate buttons on the pen now as opposed to the rocker…
It looks pretty nice, however there is definitely room for improvement. First of all the layout seems really dull, I mean it's essentially just a box with a smaller box inside of it. I think you should consider adding one or two unique siderooms (preferably asymmetrical ones on either side of the square) to break it up a…
The model looks nice but it dosnt look right yet with texture. Try baking in a light into your diffuse which is coming from an array over it, so you get a lighter texture gradually from top to the bottom, this makes a big difference and gives your form more definition, especially on the round parts, like the lamps on front…
@alexk Thank you so much <3 @mats effect Means a lot man! <3 @st3rv Thank you man! I think I'll change the stairs when I get a chance. @Wesley Thank you lovely! I'll fix that. Still trying to decide on how to improve on the foliage. It'll come to me, I know :P @odd_enough Been having a theoretical bitch fight with…
Great work so far, man. I know how it is to be working on something for so long that you can't judge what you've got anymore, haha. For me, I don't mind the blown out aspect of the image. Its a stylistic choice conveying heat on a really bright day, its a bit uncomfortable but so is real life. I feel like squinting my eyes…
@Adelphia Ok, I see what you and Meloncov are getting at now. Whether the apparent lack of reflectivity is the result of the flat, low environment (sky) lighting and little significant screen-space reflections, or the materials themselves, I can't say at this point. I'm settings up the environment in UE4 atm. If the…