WhaoO! It's just beautiful.. The only little things that felt wrong for me, is why the flags are floating this direction? It's not logical.. The seagull is in static flight because wind blow from the see. But it's really nothing... @Froyok let me type my comment quietly :P, you Lucky Lucke..
Breathtaking, I like it a lot. Very clever choice of pics. One bemol to me that is very easy to correct : add perhaps some shadows here and there for now, it looks like all is floating in front of a background. But no matter, we see where you want to go, great work
Okay, Thanks for the info. I've decided to work into making the current mesh a High poly and then I'm going to build the low around it once I'm done. How does floating geometry work? Here's where I am so far, Am I doing the right thing?
Sometimes when I see something, the image keeps popping up in my head out of nowhere for months. Usually happens with floating decapitated heads with long dark hair. But now those heads have been replaced with the last segment of this clip... I prefer decapitated heads.
Thanks for replying Brice. The only thing I found on reflections was the Reflection Blur Factor, which is just a float value for the entire object. I wanted to control the blurred amount on different areas of the model. I tried messing about with the SpecularPowerSampler before but I'll give it a go again.
pfft. Dont give me that crap. Its obviously about the suspension of disbelief. If the blond girl suddenly floated around and waved her arms and turned kong into a cricket, would you tell me I should believe that too? After all, there ARE t-rex's and giant monkeys in it.
While on small assets it wouldn't take long to add some edge loops where necessary...but on some more in depth assets I have floating around it would take a damn long time. I have figured out somewhat of a method though, using the proboolean tool.
Nice work. Only critique I can give right now is the one you already mentioned, which is improving the workstation area. Definitely work on the lighting of that area since the objects are missing shadows and occlusion which make them seem like they're floating.
Looks really great, can't wait to take a peek into the scene once it's released. I really love the clean art style. :D Just one small thing, in the end of the video those wheeled tables are a bit above the floor so they appear to be floating in air.
Ah i was reading the next part of the doc where they handle fuzz/microfibres. my bad! No wait... they provide actual code, and it requires a light vector to do: float microshadow = saturate(abs(dot(N,L)) + aparture - 1.0); //where "L" = light vector.