Nothing like some speed metal for doing things fast! [ame=" https://www.youtube.com/watch?v=B9upgFtyU8U"]Impellitteri - "Race into the light" - christian power metal - YouTube[/ame] and some classic jazz: [ame="https://www.youtube.com/watch?v=yzrRP93D5G0"]Oscar Peterson plays flight of the bumblebee - YouTube[/ame]
It’s one of those concepts you can stare at for ages. Every time, a new story starts to form in your head. I knew I had to turn it into a 3D environment eventually.
I worked on this over the course of about 6 months, squeezing in sessions of 30 minutes to 3 hours in my free time. It was the perfect excuse to explore some…
You could also have the flashlight be affected by the electric surge, with the player trying to tap/shake it back into life, causing brief flashes of light. Could be very effective, seeing a creature in brief strobes as it gets closer and closer…
Firstly, the difference between the first Substance image and the Marmoset Toolbag 2 image looks to be differences in lighting more than anything. I would suggest experimenting with different Sky Light presets. To do this, click the Sky object and go to presets, you'll find a library of different lighting environments…
I have slight differences in colour/light in my exact same monitors. You know what I think its a good thing, as your end users will have variation in colour match too as they use different monitors, the more you can get it to look right across the board the better.
33. Lighting & Rendering: 3-Point Lighting 3-point lighting is the base used in the majority of lighting set-ups for characters. 3-point lighting uses a key light, back light, and fill light. The key light is used to brighten the focal point in your character, usually the face and some of the upper torso. The fill light…
SkinShade4 is a "standard" material inside zbrush. If you open up the materials palette and expand the modifiers section you can check out all it's shader settings. It doesn't look like anything too complicated (just a slight increase in ambient contribution and blue tint in the specular from what I can tell). You could…
I`m thinking the floor grates need to be WAY shinier. In the concept, they reflect the entire scene- giving the scene some of its edge. Also I don't know if white is the best choice for those lights with all the bloom. Giving them a slight greenish tint (in the bloom falloff) might make for a better vibe.
I really like your work Jason, its looking really good. Personally I enjoy the lighting in yours more than marq's and the concept. Although, I do agree that it could be a slight bit warm. The proportions look pretty good to me Oniram, I think the FoV just throws it off
An update on my progress for this challenge, making some slight deviations here and there from the inital concept. Going to finish the few remaining assets off than work on the post-processing (which will be fun coz I ABSOLUTELY have not played with that whatsoever) and finalize the lighting. Almost all assets are still…