AnatomyMentor Update : End of the year always been my preferred time to refresh and update my anatomy knowledge because of that AnatomyMentor program will be 50% off for the next 2 months Also if you want to check your current work for correctness I will be giving one time critiques Feel free to contact me at :…
Finished the VarA kit parts! Last pieces included the dock bases and a walkway end. 50 unique meshes in all. No baked geometry, just bevelled edges and trim sheets. Added a new railing mesh/testing out a new look for them. Adjusted the post processing contrast and fog to help the lights not blow out as much.
LAST CALL! Quick heads up for anyone interested in adding Amplify Shader Editor, Amplify Impostors, or any of our other products to their collection, the Unity Asset Store CYBER WEEK MADNESS SALE ends today! Now is the best time to get our packages at half price! MADNESS SALE - Amplify Products at 50% OFF
LAST CALL! Quick heads up for anyone interested in adding Amplify Shader Editor, Amplify Impostors, or any of our other products to their collection, the Unity Asset Store CYBER WEEK MADNESS SALE ends today! Now is the best time to get our packages at half price! MADNESS SALE - Amplify Products at 50% OFF
Really nice work. Only thing which bothers me is that the desert and the building walls have a to similar color/saturation. Maybe you can push the building saturation a little more to differ it from the sand. Did a quick paintover (overlay layer with ~ 30-50% grey over the complete building) to show what I mean.
1. UE4 uses 1's 5's 10's 50's 100's, they moved away from powers of 2 for some reason, UE3 was 2, 4, 8, 16, 32, 64, etc. 3. Multiple materials means multiple draw calls, you really want to keep that number down.
Hmm. Very quick crit. When I first looked at the image, all of my attention immediately went to the light on the left and it was hard to divert my attention for a few seconds. I think you should try lowering the brightness of the lights of the left by 50%-75%, and leaving the rear one at the same intensity. Otherwise…
Hey i like it so far. That normal map has loads of micro errors.. of is it me? That spec map... needs more values.. drop in the ao to taste.. add overlay or other at 50%, paint with greyscale and highlight the bits you need, darken the bits you need. I think. Keep at it, reminds me of Cod:World at War.
50 is the default limit on a polyCube, so that's normal, but yes the bend's Curvature should go -180 to 180. Check mayainstallpath/scripts/others/performBend.mel for the section that starts with "float $maxCurv, $minCurv;" to check that the values are correct there. Looking at this also reminds me that 3.14 is 180 degrees…
I think it looks pretty good overall. The only thing I can think to mention is when I looked at this I thought you had desaturated the final render by 50%. Your values are good when I look at it in grayscale, but the colors feel lackluster. This is just with a Hue/Saturation layer with the Sat set at +35.