Hey there, those are pretty good materials. I find right now that the lighting looks flat. It's hard to tell what's what. You need some different points of interest. Maybe have a neon sign or two, street lights... Vary the types of light in the area, a night scene doesn't have to be pitch black. Something like this. (It's…
Well, its all about context right...and you're limited by texture space. Maybe give it some spec or if there is already dial it up a bit. Also, its looking kinda flat... as in theres light coming from everywhere. I think it would look better with a defined light source and maybe a couple dim fill lights just so you get a…
Congrats, well done. Overall an excellent hard surface project. Indeed I've really enjoyed the process and also learnt a thing or two along the way, mainly lighting plus nice touch unifying this hero asset with a light layer of dust/grunge, imo fairly crucial detail that can be easily missed when finalising the model for…
Sharvo: Those are some good ideas! My original goal was to follow the concept, but it does lack a story within the environment. The character adds to it, but the environment itself was pretty bland. I decided to just go with a derelict warehouse that's overgrown, with a slight hint at a past homeless occupancy(as told by…
you have a great design there. really nice work. you have a really cool design with the collapseable stock in the back. while used for a game it wouldn't be visable while in first person, it would be noticable that the but of the stock is too small if visable on the ground or in another players hands. the back stock design…
I'm in archviz right now - but I gotta say I've never been part of the games industry. The job market didn't look all that good here when I had finished studying so I went for visulization. The main differences to game asset creation include: - noone gives a chicken about your models (as long as the rendering looks good) -…
My turn, "Kills men by the hundreds. And if HE were here, he'd consume the English with fireballs from his eyes, and bolts of lightning from his arse."
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Hey there! I'll second (or maybe third?) what everyone else has said. I definitely think looking at some references for the time period and location you are looking to emulate will help, as well as playing around with your lighting and color composition since the brown on brown is making everything blend together, when…
Alrighty, I added the highlights to Ahri and cooled down the skin with neutral/grayish greens in the shadows. I wanted to keep her skin very light even in the shadows so it kind of glows. She's starting to look as sexy as intended:poly136:. I took my reference pictures and placed the figures I wanted in the image and…