Update E X C A V A T I 🔴 N ™ | GoldSrc | Europa sub-surface bio-research station & other progress | The image shows one of the interiors of what would be a quite large bio-research station on Jupiter's moon Europa, with a surface and this sub-surface level containing crust-suspended modules. For those curious to see an…
The biggest benefit is in filesize, since the geometry doesn't live in the rig scene. The other being that the source scene can be updated at any time and have those changes visible in the target scene at any point. But the benefit of either depends on your needs and skill (there absolutely will be troubleshooting to be…
Main thing is what created those mesh groups? What even is a mesh group? Never in my 12 years experience in maya have i had to deal with that. So far it seems like the turtle renderer was to blame. I made it work by disabling turtle first, copying the geometry, starting a new scene, pasting the geometry, and then exporting…
New Update http://www.digitalfossils.com/Download/NVil-Sep-18-13.rar Summary of changes: * Edit > Preference > Clip Plane > App auto set far plane base on scene geometry. The application set far plane value according to "App auto set" option, then if the "App auto set far plane base on scene geometry" Option is checked and…
The assets are looking quite good. They have nicely defined materials. Maybe check the normals around the lower body of the clock (there should be hard edges). Also, on the couch pads the low poly could follow the diamond shape more closely. It should only be a matter of triangulating and positioning faces in a correct way…
Did you have a concept to work from? Also, what were the restrictions you had to work with? First thing that comes to mind is there are a lot of stretched textures and seams in the scene. The lighting could be improved, the scene looks a little flat. Looking at your wires, you could have put more detail into the high…
I like what you're going for, with a linear progression through the scene. I think less shots and more cinematic scenes might play in your favour though. It's also a scene that would really benefit from a 360 render of the interior as well, I'm not sure how you'd do it and keep the quality high, but I'd love to look around…
Yeah, I've been wondering just that. It really depends on how you configurate your shadows... Yesterday I've worked on a scene to study lighting, ambience and post processing and it turned out pretty good: https://www.youtube.com/watch?v=3FVhfHvw9Ro Don't mind the low FPS, I don't have a high-end PC and I had to record…
The scene in the concept is much cooler that your current scene. Obviously you want to be able to read your props well, but your interior lights are very warm looking. I think your window treatments also add to this, letting more of the warm sun light in. I'm not sure if you're planning on changing the bar area back to how…
Nice silhouettes and general structure, although lacking in areas and highlighted with bad lighting. A cubemap would really make this type of environment shine (literally), as it is a lot of the metals seem flat and mat making it feel very flat even with the close fog. It might have helped to have more light driven…