Hi guys! Here's some screens of my latest project, the Buster Sword, on wich I work for a bit more than a week. I really had trouble with the lightning in the end. Working with highly reflective materials can be tricky to get the right results, so got to keep working on that. Like the lighting I had setup in marmoset for…
Originally, I wanted to finish the entire project before posting it on ArtStation. I was aiming for a big, complex, and highly detailed piece. I’ve always had this idea in my head that only "big and serious" works deserve praise, but I realized that mindset needs to change. So I thought, why wait? Some of the objects…
Here are some quick notes that I can think of - Texturing is too plain. Assets need more interesting details. Right now you have the broad strokes. You have the shapes, but you don't have any medium and small details. In real life, railings have parts that connect together, they aren't made of one continuous tube (most of…
Hey can you guys help me out, please? I spent a long time last night trying to figure it out and couldn't solve the problem. I'm trying to make a render of my skateboard for my portfolio but the shadows for the wheels end up looking like little nipples on the ground...that doesn't look right. What's in the scene...a static…
Hey @jStins here's a render with just the lighting. I had no idea about tangents pretty interesting when I researched on it. I only have two lights in my scene right now a directional and a sky light. I used the tree to fill up the empty area I feel like I might need to get rid of it rather move it in this case. Thoughts?…
Tell me if this sounds familiar? I can do everything alone. I don't need anyone. I am smart, hard working, and most of all, I have been hurt, so why do I need anyone? You're not alone there... been there myself many times. We are all in this life together, and none of us got where we are without help from someone. That is…
Generally, lightmaps end up 'nixing all the dynamic lighting. Options are to turn on dual forward lightmapping (blends between lightmap for far and dynamic lighting for near shadows). For an RTS, that's probably not too helpful. Or to use RNM lightmaps, which should let you get specular highlights from the lights you baked…
Here at Polycount, we're always on the lookout for awesomesauce to share with you. And man oh man do we have some sweet exclusive screens and hot juicy giblets to share with y'all today. The team at Carbine Studios is hard at work on their gorgeous new painterly MMO WildStar. I got to dig in deep with their Creative…
I really like the look of the actual bar, the mood is definitely on the right track. You might want to vary up the lighting, mix some dark areas against the brighter areas. And I would play around with the roughness in your materials, because some of the paneling is reading a little like plastic. Edit: Still play around…
Thanks _Dmage_ Got these done today, and started making progress on the pod which should be done tomorrow. I messed around with the design for the light to give it a little more of an interesting shape. I don't now if I like how the light looks curved like that, so i might change it, idk. This is the pipe that is right…