Ended up doing a combo of both of the above responses. Using a default scene didn't work; for some reason the cameras were always set to the default even though I'd edited them in the saved scene. I don't think usersetup.mel runs when you open a scene, just when you load Maya, so I created a default scene with a script…
I'm only making this scene. I am not concerned with making perfectly modular pieces for an entire game level to be assembled later. Therefore I can model everything at an arbitrary scale and as long as everything is at a good scale relative to all the other parts of this scene I can avoid thinking about scale until the…
Anthy9986 - I guess I was trying too keep the number of Static Meshes in my scene from getting too high. Here's an image that shows how I've broken down all the static meshes in the scene. I originally intended the scene to make better use of modular pieces, but I ended up trying to stay as close to the concept as possible…
Well, first make sure to work with a proper full linear workflow (RAW output). Your materials are off. The best thing you can do in order to get decent result is to create a simple scene with one neutral environment, one or two area light, a ball, and start from there. Spend time on texture creation is crucial; actually…
I've been trying to do something similar to that. Using 3ds max and vray we built these little scenes, made textures, materials and lighting all inside vray so by the end we had this little render scene all set up and looking lovely. We could show these renders to producers and get them signed off before we had to bake a…
in response to chrisradsby, i definitely didnt mean that simply changing the mood would "finish off" the scene, its just something to help focus the viewers attention. i believe the scene could use some more small and medium props scattered about and a little more of a "story" to go along with it.. personally i would focus…
The scene has a good overall aesthetic look to it. It kinda has that realstic-scifi look that reminds me of original star wars. Scale seems lost. There's that little walkway to the blue orb which dictates people being really small, but everything else makes it seem like people would be larger. Just not sure. There's no…
thanks for the links, it gave me some good advice about cleaning up how I present my work, will be cleaning up my presentation for projects on artstation some of them definitely could be cleaned up and show a bit more of the development side, I actually have been going back to older projects and polishing them every now…
Looks spooky! If i may, there are a couple of issues that can be improved here in order to make the scene even better. First off, the post process is too much, the whole scene is too dark and the cromatic abberation hides a lot of otherwise interesting details, i think. The assets look great, abeit being a bit too low poly…
I've not got much to add that hasn't been said by people far more experienced than me, but if I could repeat what someone else had said for emphasis it would be this: The two things you should have more of are props and a story. Right now your environments don't necessarily "tell a story". Take the Arabian bath houses. If…