Man, this looks really clean. I dig it a lot. I see what the person above me is saying about the edges, but I do also like how clean your version looks. One thing I'm noticing is that there's sort of a greenish hue at the top of the large shape that contains the doors/sculpture. The shape with the cross on top of it. (Does…
I think if you made things a little less perfect, it would go a long way. Make some bends and dents on the metal pieces of the jail cells. The floor also looks really smooth. The floor bricks/stone have that smooth worn look, but maybe increase the depth of the grooves between the bricks of the floor? Regarding the…
I really am digging this piece. Texture work is really working well for me with large, medium and small shapes. An I like the mood of your lighting overall but Im not liking the blue neon lights everywhere, something is just off putting about it, its almost to saturated but right now isn't affecting the environment…
Latest Update - 11 June Currently taking a month off work due to burn out. But I want to look for new work involving more characters. I saw listing for Anime style characters so decided to give it a try. So working on a new character which I found a concept art done by Hans Chen Aiming to have it done before the end of…
Just wanted to get some feedback on this gun I've started working on before I really did into the texturing. Inside of the glass areas will be little bolts of lightning with a separate particle made in UE4. Any feedback would be much appreciated :D ! UPDATED:
Nice looking model! There are couple of things that I would maybe do differently. 1. When you are using specular maps in PBR you want to use very dark colors on metal parts in your albedo map. Metals will reflect almost all the energy so doing this will keep the metal feel alive. Metalness maps are much easier to do and I…
Looking much more interesting now! Lighting can come down to personal taste, but all that matters is that you establish a mood and look that you want to aim for, and work towards that. Doing some research and having reference on hand for your lighting is important in that regard. Good stuff! You could probably get away…
You seem to be struggling with something but I can't quite understand what that is. I've made modular dungeons in the past, here are some samples of block-out meshes used to make a tiling dungeon. The darker parts on the back and top of these assets are solely there to block the light from escaping or coming in from the…
I like the scene, still I think it need a bit more works with the lightning ( I would add a second lightning source let's say comig from the kitchen behind ), It's still slightly to dark in my opinion and the single light give a monochromati feel to your environment. As it is right now, I would pretty much see a…
hey man the tomb scene, i think it looks really interesting, but i think in the concept the rounded and slightly tighter entrance works better as the light emmiting source, you could make that area the focal point in terms of lightning better as it stands right now it seems theres a light emmiting to the side instead of…