Try and get some more depth in there. Everything seems to be a very neutral tone, push your brights and your darks that way things will stand out. Because right now the it seems very flat, since it's so low poly that's inevitable but the texture is supposed to hide the flatness and in your case it's not yet. Specifically…
i took the liberty of doing a basic colour correction on your image. I think the environment definately has potential but the lighting is letting it down at the moment. I took my lead from your skybox texture which has a lot more purple and reds in it, whereas currently your image is very very yellow right across the…
Hmm. Things to watch out for: Make sure all the photos you're using for your models or maps (levels) fit the same theme and have consistency of contrast/brightness/general lighting. So you would want to take all your photos under the same lighting conditions, ideally. Look out for things reflected in your images (such as…
Remember me used Unreal Engine 3, but they added their own render. Though I don't think it would be too hard to use cube maps with a custom lighting material to mimic the effect. It might be a good idea to have 3 or 4 different levels of blurred cubemaps for the different glossy values.…
The eyelashes seem to be clumped and very short. The area at the base of the nose around the nostrils has some odd shading; it's more obvious in the gray-scale image, but still apparent in the most recent one. I can't tell if it's only a normal problem or some pinched triangles. The hair needs some work. It seems to have…
Couple of new images from Zbrush. I'll have some more updates on the lowres stuff soon. I've got some more baking out and placement I need to do. I'm also getting a weird lighting issue where a few things are turning black during the baking process even though they are in full-on light. The same materials bake out fine on…
This looks like it took a lot of work and it's clear you mean well. This goes for attribution, too, at least in my understanding, but if you use material published under a Creative Commons license, for example, you'll have to link to that license and can't restrict the usage rights that were originally given. Your…
It's been awhile since I posted to Polycount, but wanted to share one of my lighting and scene studies I've been working on in Unreal. Assets used in this scene are a mix of my own, and edited assets from Unity's Book of the Dead pack, textures from Clinton Crumpler's Laundromat scene, and Unity Store user rfarencibia's…
Hi all, it's been a while since I posted on PCount. I usually get feedback within discord groups but I wanted to make a quick post here and see if I can get feedback on 'Composition, lighting and other things that stand out at first glance'. Theme: It's a Roman Castra/Fort based in UK at the end of Hadrians wall. The…
Ewwrrr, ok then it looks like Vray isn't treating your HDRI as an HDRI at all. I might scrap setting it up as a dome light and set the HDRI as a dome into the environment because going through your settings I don't see anything explicitly wrong.