Small update I have adjusted the lighting in the room slightly in an attempt to get it closer to the reference. I think it may be close enough now where I will be able to get it even closer when I work into the post process volume. I've also added into the buildings in the back creating some more piping for the left…
I have edited to the buckets instead of having three unique buckets decided to have two the same and one broken. I will duplicate the sculpted bucket to be used as the middle one and the one on the left which will have the handled broken from one side like the concept art so it looks different and is not obvious that it is…
I took a screenshot to show the music tool The player have this violin that can be used to for environment skills (to shape and change the world), self (musics that affects her), attacks (skills that affects others, and specials (that have singular effects). There is the free mode, to play freely the violin. This one is…
hey ho keg nice your pushing out so many updates and wohoooooooooooooooo you fixed the clipping plane thing now i can see the models but there are some problems left lil pic 4 ya as you can see, the texture mapping still isn´t realy there.. or at least.. its bit wired the other thing isn´t something mayor..but to give you…
it might just be that i was having a horrible day. I was working in CATIA when the whole machine locked up and I lost a huge project that was due so I ended up working till about 10:30 tonight trying to catch up. I finally finished, came outside, and my car had a flat tire.... and then on top of it, when i put the spare…
hey the concepts are good but lacking depth, check out this guys techniques. http://itchstudios.com/psg/art_tut.htm Ive been refering to this page of hints quite often because I find it difficult to really make my characters come alive and have depth and detail in the right places. A key thing Ive learnt lately is to think…
[ QUOTE ] I don't know, the pillars really aren't doing it for me. I liked the old wooden supports a lot. Otherwise, it looks pretty good to me. Everything is a little too glossy, even for wet stone, and there's some bad stretching on the left side. That wooden crate in the background looks unusual to me too. If this place…
it's a good start =D! You can probably lower it down some more by making a really low poly cube sticking it over top of your current model and then transfer map the normals to get rid of all the excess loops making the doors and cracks. Also I'd throw some dirt down on the bottom left corner and on the side like in the…
Upon first glance, I would also add your AO is way too strong, making it look almost cartoony. And it almost seems like an HDR image (which tends to lend itself to looking fake). Try using tricks and compositing methods to emulate limiting your dynamic range. First thing that gives it away from me, are the light shards…
I started on the cloth piece, gonna get this out soon. Check it; I'm still tweaking it a bit, I've been lookin at some refs over at Kolby Jukes's place. That guy has his wrinkles and folds technique down, dude is amazing. I want to be able to get a better grasp on cloth folds, it definitely helps the look of any model.…