Hey guys~ I'm recently complete a material of bricks with Hong Kong style and dirty concrete for my scene: In furthermore, I aim to study more about trim sheet and this is what I have done so far, it's a wip: When I bring materials into my scene, concrete seems too bumpy at this moment, and the modular meshes appeared…
this turned out great. The whole thing looks very tactile. Has a miniature like quality to it that i think works very well with the concept. The lighting and presentation is great. I can see what obscure is talking about with teh croissant. It's not painfully obvious to my eye but if I have to make a critique I'd agree…
Hi guys, has been a while since I don't post here. But I think is time to comeback. Since febuary I'm doing the mentorship program with Ryan Benno and I started to do a new scene with inspiration of Taxi Drive movie, The Division and Marvel's Spider Man game. It's a New York's Alley in the 70's. The main goal of this…
Little progress made however the vents are finally added in. I will start texturing now :) and start learning about colour schemes and give a shot at lighting in unreal. below current progress I still do feel the building structure needs to be slightly more interesting so i was thinking of adding in pillars and trims for…
JETPACKCHAINSAW thanks man, I managed to get some more work done on the trim elements, didn't take any shots of it though as it was approaching 3AM. Luke_Starkie cheers! The previous version was using 2 separate sets of 2048's for the head and body, I'm probably going to end up doing the same again. I separated them out as…
Nice to watch this one developing. Check out the gloss of the wood floor in your ref vs what you have in your scene. It would be great to see that wood floor shining a bit with some nice spec hits. Here is a quick paintover suggesting the gloss. Also, pay close attention to the razor-sharp cg edges you have in the scene.…
Nothing about this concept really says Steampunk, it looks more like a college dorm room with some wallpaper. Take a look at some 18-19th century interior design, and mash it up with the usual steampunk aesthetic. A real easy thing to add is freizes along the top and paneled trim along the lower quarter of the walls. It…
Really good but you need to adjust some areas of the face like the nose and ear if you are going from the 3/4 concept art above. The nose is too bulbous at the tip. The concept art is more straight down angular. Your cheeks are too round as well hit it will some of the trim dynamic brush to help flatten some of the face…
Yes World machine is perfect for this. Make your mountains, then export heightmap and textures. Next create a flat plane mesh in a 3d program, divide it by 100x100 or so for an even grid, displace mesh via heightmap, trim and optimize (pay attention that uv's don't get messed up during that step). Done. If you use an…
I agree with Mike here, I too thought it was average sized, I think it's not only the grime, but the scale of the pieces, you have very very large chunks of metal in there, stuff like that doorway could use some support beams/trim around the edges. Overall the sizes of chunks of metal you have would be near impossible to…