Looks pretty sweet so far. A few critiques, firstly I'd match the light more closely with the concept. You have light coming in at an angle that only lights the side away from the camera. Angle the light so the pillars and stuff on the left side are half lit/half shadow, rather than it all being shadow in the first shot.…
heya Teriyaki. I just gave your image a shot. Seems the white object has a bit of specularity on it, which will boost the brightness the lit area up more than just the local. So if you want the exact settings you'll have to render an object that has no spec on it. Of course, there could be also a gamma curve applied to the…
Well lighting doesn't have to be "real," you can bend the real world rules to your whim, that is the fun of being an artist. If the artist lit her face with the same steep down light from above the painting would have a much different feel to it. Those harsh long shadows on her face would make the women look a bit sad and…
Cool! I think I might get in on this after finals are over. :) I love your idea, I'm glad you went with the tree sort of co-existing with the house instead of breaking it. Like Shadowforce said you should go with top lighting on your tileable painted texture. Most of WoW's painted textures are top lit as well. I kind of…
I'm loving this! I've just started something similar so it's great to see what an artist with more experience can pull off. In terms of constructive criticism, all I can say is that it's very 'busy'. There doesn't seem to be anywhere for my eye to rest in most of these shots. You could also up-res the rock/cliff textures a…
@Oniram - Thanks for the suggestion :) It didn't give the desired look, so I'll find another way to add depth to the wear. Probably in the spec. @gauss - Thanks for the kind words, mate :) I was a bit discouraged by the lack of interest in it. Just wanted to post another update. More wear and material definition. Haven't…
Thanks for the kind words guys, it really helped me along the challenge :) . I don't think I will have time to finish this challenge tbh. I will still try to get as much stuff done as possible before the deadline but I'm not stupid either, I still have a bunch of low poly to bake, everything to compose/lit and everything…
Ok so i imported my space marine meshs along with normal maps and spec maps but when i walk around after building the light maps the models get darker the closer i get to them...they are pretty well lit from far off but get very dark as you get nearer..is this just a product of not lighting the scene properly or does this…
I dont think normal/spec should be allowed at all let alone forced if you do that you will get uneven results. I say we keep it simple so everybody(you know, even hobbyists that dont do this stuff for a living and have no real need to learn new tech) can particicpate. As Vass said, just because you can do something dosent…
made some changes to the face and hair, hopefully the hair looks a bit more full. i've also adjusted the lip shape slightly, and given her a make up pass. struggling a little with the 1-bit alpha in the crytek SDK though.