@Cheathem: Will fix that! Going to redo the normalmap @Fizzly: Yep, it's mostly done in the specular (I use it in the diffuse on a really low opacity, somewhere around 5-10%). For those who would like to know how I filled a layer in photoshop -> Filter -> Noise -> Add noise (choose whatever feels right) Filter -> motion…
@Aerial_Knight: I am having the same deal with my floor spec. The way the light is coming in the scene it won't hit right. What I found that helps a bit if you make a reflection on it and use the spec as mask. @Fizzly: Love the extra grunge and falling metal panels. @Lilith: I like the models, the only thing is that the…
Seriffe I would add some normals to your windows as well as a reflection it looks like matte white plastic, also a lot of your materials looks very flat right now and could use some love. Overall it looks good but you really should play with the spec then it would be awesome. JoachimC Your scene feels a bit narrow and your…
@keosar - Looking good! Only thing I can think of right now is that corner piece, I think it looks a bit weird. @iniside - Pretty much what Xerafel said. Really like the ceiling and the pipes, good job! Have you tried playing around with gloss and specular on the blood? Try make the diffuse quite dark with a high specular…
Big update incoming, but first some crits & replies. :) @JaySmitt: Good start, the only thing that sticks out to me are the proportions of the control room sign. @Xerafel: Very good blockout and lighting already. Curious to see what you can make of it in CE3. @ArtisticTiger: For the pipes I think it'd be best to build…
@serriffe - Thanks! :) I would change the blue color to a color which is chosen in the concept image. I think it is a bit too much off the color scheme right now. @keosar - I only used photoshop and xnormal (the photoshop plugin) to create the normalmap. No baking. @Aerial_Knight - The main problem with your (diffuse)…
@Keosar - Won't be able to finish this one on time =/. Had to devote my time to a more urgent project. Thanks though. I really do like your stuff, it came a long way. @Seriffe - Nice updates man. Did you use an environment probe in your scene? It could help boost your lighting even more. I agree with Keosar on the prop…
@MonkeyFugitive: You can tone that the metal and brighten up the lighting a bit. It feel really claustrophobic right now. Another thing I'd say you look into would be the windows. The metal continues going straight up, even after the corner. Most times, the metal's texture follows the direction of the beam. @inwar, Fizzly,…
Right not got anything done since my last update. Had 3 days of this week to finish it and we had a power cut for the first 2 of them! Combined with my holiday I've lost about half my spare time I had planned to work on this. I'm going to finish it to the level the rest of the scene is at and then come back to it, maybe…
Hey everyone, got sort of an update here. After quickly lighting the low poly scene here with just two lights, I've decided to go with a more scary and dark feeling to this environment. I hope that's not against the rules or anything, but it will be much more fun for me that way. I'm also feeling pretty inspired by the…