No problem with using world machine to help create environments, it can create awesome vista landscapes for you. But just having a worldmachine terrain is kinda boring and not that impressive, so I would integrate it into a fully fleshed out environment if you want to showcase that. as for vfx, not gonna help you get a…
@Zealotlee- hows it going man? just saw your thread and was like hmm ill check this out im working on a subway scene currently for my senior project for graduation. Seems like your going to take your old level and revamp it? just wondering what your ideas are for it. if its going to be a playable level or just a scene?…
All of them are great, and I especially like the ones you take into photoshop and adjust accordingly. I would love to see these start shifting towards having more photoshop in the workflows. I kitbash all the time to get some interesting compositions and silhouettes I can take into photoshop and experiment on top of, or…
Not exactly sure what you want to achieve with your references. Why would you not want to be able to move them around? what exactly do you mean by "file size"? are you wanting to keep the scene clean in terms of the number of nodes etc. or are you wanting to keep memory usage down in the scene? If you want to keep your…
@xhi I think re-creating an old scene from a game you love would be solid. I'm actually pretty guilty of that myself, the last big project I did was the CUBED project that was running through here on polycount. Where you re-create a scene using the program Hexels2. And before that I took a scene from a SNES game I really…
I love the highpolywork, your bakes and individual assets are really good looking, but the noise is a bit to dominant in your scene. I don't think the angle of the shot or the setup of the scene do your assets justice. Same goes for lighting. Its just really flat. The left half is just yellow and flat, no shadows, no…
Good stuff. Heres a little crit i have. The temple scene lacks alot of contrast and there's hardly any shadows in the scene. The lighting could be alot darker outside. Try using some dim blue fill lights outside if you don't want to make the scene much darker. Some subtle bloom around the windows also wouldn't go amiss.…
So I have begun swapping in proxy meshes into the scene. Seeing all of the barrels in the environment is making me consider creating a new version of the cargo containers that are in the original. I disliked how they looked in the first pass of this scene above, but I am sure with some adjustments, they may be a viable…
I think I will model out some stone slab variations and place them in the scene, as I think it will produce a much less noisy version (rather then just using a flat plane with a normal map) For my next project I was thinking of doing some modular building designs, so I think I will Incorporate a couple into the background…
Hi Kevin, This might be best suited for technical talk but I just had a quick quesiton back to the rendering...I've tried this before but I can't get it to work. How do you keep diffuse & default scene specular in their own seperate files with the skylight and lighttracer? You are talking about Render To Elements right?…