This is a good start, but there are a few areas in lighting that would really improve and push the scene. * With as much atmospheric perspective that you have in the scene, those streetlights need a light shaft/god ray projecting downward. This can be done easily with a shader on a tapered cylinder. * I can see that there…
Hi, first I have to say to you that your vehicules seems to be reaaally cool. The problem is that the pedestal you have put your stuff on is not working at all and that decrease the work you have done on your vehicules; Your pedestal seems really rough especially because of the big flat border, replace it by an alpha dirt…
Tnx! Hm, guys, maybe just one question. Since (one of) buildings will be the next thing i'll do, i'm just curios if you have any ideas the leaves. Here's what i mean: What i like a lot, is that it actually has vollume on the roof and i'd like to have that aswell. So, i guess just using simple decals would look flat. So one…
"Apocalyptic". I'd suggest trying to light things a little more interestingly (See: 3 Point lighting), the props and the Sci-fi environment seem quite flat. There's no real focus in any of the shots, and what I'm looking at just feels boring. Also, I'm having a hard time seeing the effect of the normal maps, which makes…
Texture work all looks pretty unfinished. There seemed to be some stretching going on in at least one of the buildings in the DM map. I would concentrate on trying to bring them up to snuff. The Blue Dragon has some potential..but its like you stopped with the texture. The membrane on the wings look like it is slapped on.…
i think you could improve your model by doing the following: -the bricks are too large scale them smaller -add some sort of "dirt transition at the bottom and under the roof bits and windows the walls look very flat and repetitive -put everything onto 1 atlas for maximum performance benefits. the windows and doors have a…
I really like this, I'm not so much a fan of the lighting, though. so much is in shadow and it just looks a bit too dark overall. I think the green you used for her costume could use a bit more saturation. Near the feet in your screenshots you've got a green light or something which makes the green of her costume look much…
hey man This is a good start,but could go much further,though unfortunatily I also am pretty inexspreineced with spec maps and so forth,but here we go anyway:- *The chest looks to flat to cater for the chest plate armour. from this view anyway * add more depth to the straps around his legs,they look like they have been…
Not bad EmAr. The execution is solid but I think the design is a little bland right now. The profile silhouette drawings are cool, but when you see it in 3d it looks a little too boxy. I'd consider adding some tapering to the main housing of the rifle... wider at the bottom slimmer at the top, just to make it more…
[ QUOTE ] I knew of it's existense through mere magazines. as my comp at the time was a mac. Bry now I know bvetter I use a fucking PC. God bless quake. [/ QUOTE ] quake for the mac was released in 1997. id software have generally released mac versions of all their games. My earliest memories of Quake was playing…