" why not just save WHAT IS MADE rather than saving the STEPS IT TOOK TO GET THERE" the point of an ascii scene file is it can be parsed an written by third party apps and scripts. a ma file is essentially a mel script. so for instance you can have a compositing app write out a maya scene which has 3d lighting data that…
You can also build your scene using modular pieces, unwrapping each to its own sheet and tiling the 3D piece, rather than the texture. A lot of todays games use that process and if the console/system can handle it I prefer to work that way. I did this image for someone @ another forum but it applies to what I'm saying here…
I don't think its the lighting that's letting the scene down, right now. I think you need to work on your modeling and materials. I've never seen square molding and you have a lot of it. Molding is pretty easy to make. Even if you're making a low poly scene, you can make high poly molding and bake it down. It all looks…
Hey there! These were my thoughts when looking at this: * It all looks good. it's good, but I think lightning, composition and color could go much further. * Colors: I would think the house is what you intended to be focal point of this piece. And yet, I believe it is subdued by all the elements around it which demand…
I really dig the concept, Sorken and your scene is well on its way to replicating that :) *Deep breath* With regards to the overall colouring of the scene, you've got it pretty close - with grungy greens and greys. Although your scene appears to have a fairly uniform value overall. If you blur your vision and look at your…
After lots of critiques, I decided to rework some lighting and materials in The Fall of Arcadia. Thank you Jake for replying. I tried to make the focal point more clear, and clean up the floor a little bit. I hope you like the changes I made. I also want to thank everyone who gave me advice throughout, and I want to give a…
Hello! Thanks for all the feedback guys, I've done a bit more work on this. I made a fern and a flower to throw about. I've done some smoke as well, but I'm not really happy with it, I thought the windwaker style smoke would look cool but I don't think it fits at all. I'd like to do a whispy line kind of thing like in the…
Hey, you did a great job with the composition and values based on the concept art. I think with some focused polish you could have a really awesome scene. The two biggest things that I would suggest focusing on is color and scale of detail in the scene. Your lighting is very white at the moment, while the concept has a…
3dreaper - thanks for the feedback. I had seen andy's work mid way building so i tried to avoid directly copy his work which is difficult since we were both working towards the same goal. It just feel the ways of improving my work from feedback i've gotten from other sources is to follow what andy has done, which doesn't…
Ben is right. There's nothing wrong with making a more linear narrative experience with less player agency. There's ample room in the industry for that type of storytelling. The issue is not with making games that involve less gameplay. The problem and disconnect come from games that swing violently between the two…