Hi! I think in end the execution is what matters, less the setting. That said, I can see how the setting affects what techniques you can showcase. So when you're planning a project, you could think about what techniques you want to show/ what would you like to work on. For example: Catacombs - modular kit, photogrammetry,…
Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…
There is certainly a high level of rendering skill in this piece. You clearly have a understanding of textures, based off the sheen of the armour and the fuzziness of the fur. However, in terms of making it loom proffessional, so like the official concept art you get for an animated movie or video game, you would need to…
I'd like to hear opinions on what I somehow noticed maybe not in every but many recent games as a trend. I mean not an exactly same "uncanny valley " people discussed decade ago about Beowoolf and Polar express and imo related mostly to animation but rather more subtle, more general thing a picture get after crossing…
Well, there is no pure color in properly-formatted PBR color maps. And tone mappers can only do great with good inputs. White paint for example should be no brighter than 240 or so. Snow is the brightest at about 243. A lemon peel is around 220,185,0.
We require stylized casual game themed environments and prop models. All work will require some ZBrush sculpting. No optimization or texturing required. Only sculpted props, simple vehicles and some environments. Here are a few example images (not our projects, only examples of style):…
Looks like a fine start, but are the windows are floating on top of one big box? I would get rid of the big box, build the window with trim and surrounding building shapes, then copy it across the front. This makes modular pieces of everything. (I have an example) I built the top window, with the inset and trim around it,…
yeah haha I guess that was a dumb example. I was more exaggerating about what I thought DJ_ meant when he said to simply use 'snap' for both of his examples. I guess he could have meant snap align though... But even if that's the case, my point was that you shouldn't just give up on a workflow that you find more efficient…
(UPD), I've modeled and textured a locker and some pipes and added them to the scene since the last post. I've also looked into vertex painting / texture blending, but I'm unsure how it applies to a modular kit, since it appears vertex painting would be used once the room and objects had been placed together in order to…
From what I can tell and what I've read, you'll get better results by mirroring horizontally. I don't think you should attempt to mirror both horizontally and vertically at the same time like in your latest examples because vertically just does not work well at all. If you look at your new examples the horizontal mirroring…