Hey guys, alot of you have seen me working on this for some time, im kicking my portfolio into Overdrift! And im planning on kicking my portfolio with tons of scenes and unreal tech work as I have fallen in love with all the bells and whistles unreal can do! PLUS I figured that it was a chance to showcase all my new 3d…
Sure do! The stuff leading up to the breakdown was what caused Polycount to drop out of Dominance War 5 and create the Brawl Honestly, let's make another Brawl, same specs and everything (kids these days, they don't know!) https://polycount.com/discussion/159627/the-brawl-tournament Fighting games are in kind of a new…
Quick paintover of the face: -Chin-cheek profile made slimmer (more of a V shape to the lower half of her face) -The nose is pinching, relax the nose-to-cheek area (where the nose bridge conects to the cheek bones. -Angled the jaw slightly so it wasn't so square. -Nasal-labial area also has to be relaxed slightly. -outer…
If you get the job, and then you have questions regarding stylistic type things, you can ask somebody, preferably the lead vehicle artist, or the art director. They'll expect it - even if you'd been in the industry for years they'd still expect questions from someone new to their project because every project is different,…
Aesthetically imo this environment you've created fits within target genre :+1: However being trained to gauge scale simply by eyeballing over many years as a HS modeler so my gaze was immediately drawn to the diagonal staircase which seems slightly disproportionate, compared to most objects in the scene.
Totally agree with you on the timing aspect. It needs like just a lil pause so that final burst feels even more impactful. I'll tweak the ground textures a bit more to make them feel nice and smooth instead of hitting such dead stops. Thanks again for all the feedback!
Hi! I think your hair looks thicker than the other hair due to its alpha, less fly away hair and maybe to little variation between strands. Also looks like it has high roughness or low spec. Bit confused about building the lighting part. Is the hair set to dynamic? Because characters typically are. Using baked lighting in…
Ohh Thanks a lot for the feedback, so true! :) Looking back at it now, I agree that the shadow on the plant is too dark. I adjusted it a bit in the material settings and applied SSS to it and emission, which I guess fixed the issue. Hmm.. Since this is lit and I really liked the way the specular settings in marmoset…
Ambient light can be caused by skylight as well. So lets say you have a directional light and a skylight, the non lit side of the mesh would get some brightening to its shadows from the skylight, and it "counts" as ambient light. So you should see your ao map showing up there. Normal maps are also taken into account, so…
So I got a few good crits from a friend. Darks are way too dark. The planet in the background commands a lot of attention but there isn't really anything to look at once the eye is there. Focus on where the lighting hits the objects and potentionally add more detail there for visual interest. Don't spend too much time on…