Currently working on the geo for a sofa :) - then I'll just need to make a version of my Dusty Master Material that uses the Cloth shading model. Right now I'm thinking the base being painted metal and having some geometry normal-affecting decals to get this kind of look: Here's a rough paintover to plan asset placement,…
It's hard sometimes to get the right lighting. The lighting you had a the begining was more contrasty than your last one, but lacked ambient/fog, now it's the opposite. I did a paintover here, I made levels on the picture to increase contrast, then a very light sepia photofilter to move the colorspace of the picture to…
I think u've gotten the idea of what the crits haha, but here's a PO - This includes: - 1 more layer of light - Continuing the little dots framing the cloth (might be excessive dunno) - Implementing some blue highlights on the more reflective surfaces (wet nose, mouth, eyes & claws). Really going in and adding softer blue…
Nice. There might be some layout savings, depending on what the texture looks like. You should be able to reuse the same sheet for all your trims that are for props with a material that has peeling paint. What does the 2d texture look like? And are you using a roughness texture too? This would help a ton with lighting…
What I would do right now is to focus on the diffuse, put everything else aside for now. Focus only on the diffuse. Ask yourself questions like: Where would the wear/tear be on this particular object? On the gloves it might be light on the knockles from punching people in the face. The boots might have some damage,…
if it is good art, it is good art. So long as the same character is not seen all over artstation I doubt it's an issue if you followed a tutorial. I think this is pretty well executed, but it could probably be pushed a ways further for it to get in the realm of AAA degrees of polish. The gun stands out as feeling a lack in…
Well there's a difference between meshes that need to be built for vertex lighting and water tight meshes. The games that require actual water tight meshes are a nightmare. The games that use vertex lighting aren't so difficult to work with unless they never tell you how to deal with vertex lighting. I would never want to…
Drop this attitude man. The moment an artist starts to think too much of himself, that is the moment he stops getting better. Always think that you are one step behind top artists and that you will work hard to catch up with them. There will always be someone better than you. Regarding your portfolio: I see you can use…
Gosh, I wish I could just open up your level and click all the check boxes to activate features... You lighting only image tells us a lot of important things: 1) Your materials (textures) are too dark. As you can see, even in the brightest of lighting areas, your screen shots are almost totally black. This is NOT a…
Hi @ScottColverson well your overall scene looks great, sells the mood and story in a good way for concept art but not as a game environment. However upon closer look I noticed few things that you might want to update to take this at current gen quality standards. *Stairs and floor panels look too thin like wafer, add some…