Hey Ryper! I noticed some quick obvious things that you might want to think about. It's smart to put a fire in a cave, it can give you a reason to have lighting in an otherwise dark area, but the lighting emitting from the fire is green and it doesn't look right. I would warm up the light to something more orange. Also, it…
Thanks for your advice! :) I will get screenshots of the models today, so the difference becomes more obvious. @Deathstick I don't think it has that much to do with the branch shape. The lighting might be a problem, just as you mentioned. Just so I understand the general concept: The texture should not have any significant…
First off it might be easier If you explain wether you are modeling for realtime or pre-rendered use, since they are very different. Also your app of choice helps. Eyeballs tend to have very small hi-lights with very abrupt specular falloff. So for starters you need to bring down the size of your hi-light, and make the…
The soldier is finally done! A lot of work has
been put into the textures and the details. Everything was done in Substance Painter,
baking my highpoly mesh made in Zbrush. Since the character was done during an assignment
at school, I have focused on a specific style for the textures. However when I integrated
it in…
I interrupted my vacation to check out this chunk of shit?! daaaamn. Kidding! nice work man, some cutouts of mountains or lowpoly geo to help fill the horizon would be nice, as well as more clutter on the ground like small rocks and more variation in the grass size to be more organic. some type of flower scattered in…
Good work so far, but the lighting could use some touch ups. I would recommend ditching your fill light for a sky light. The point light sitting above your table is creating some unnatural specular highlights, making itself a little too obvious. If your room has all of its walls and ceiling in place, a sky light can create…
Note: Sorry if this post is somewhat duplicated, for some reason it didn't post and disappeared! Not sure if the original post will reappear in the future. Hi all! This is my 2nd attempt at doing as art challenge, and I'll be creating a 3D environment in Unreal Engine 5 based on Marius Villard's "Work and Live There //"…
Hm. So you've have the grass on top, with floating path geometry (red). You'd have grass->dirt texture on the side (yellow). And you'd have Path_End texture on the light blue? The only problem I can see with that is the path would have to end on a specific polygon (the path end on the left is different to the one on the…
You're going for this kind of look right? (see below) Then I think you should try to get a more diffused, lower contrast lighting. Right now it looks like you just have a directional light and no sky light, giving you super dark, very sharp shadows. Definitely add a sky light. Most of the images of this Tiragarde…
Try using a "skylight" if you haven't already, as well as baking lightmass for global illumination (which you could even boost if you feel like delving into that) A couple of the brighter lighting setups and particularly the blue one looked closer to the films lighting in the video. You might also want to possibly look…