Looks pretty good! A bit late to comment now but one thing that I feel could be improved is the spectacular which feels a bit uniform. I also feel that the purple rags seem to clash with the rest of the colors. It might be a little too saturated to fit the rest of the design.
Depends a bit on what you plan to do with the window, will there be steam coming out of the cup etc. (might get a bit much as you'd have three regions of interest). Perhaps throw a light in there to get a better sense of the final scene. Nothing that needs changing right now, but the overlap of the crank with the edge and…
Hm... Did you bake the light of your scene ? All elements in your scene that has lights not baked is lit in real time which is really heavy. It is hard to keep lights baked all the time when modifying your scene, therefore, the best is to work in Unlit mode. And switch to Lit only when your scene is baked. Also look at how…
Nearing the end of this. Just a bit more polish as the normal map has a little bit of wonkiness to it in some areas. Not sure if I should add additional detail to the texture map like highlights or just leave it as is and let the normal map do the work. 256x256 isn't much to work with anyway.
To be honest I believe a lot of things are wrong with the Witcher 3's graphics... It looks like a high pass filter was ran on all the images, removing all low frequency detail. You can't tell what the hell is going on because the shaded/lit areas aren't different enough and every part of the image has a lot of high freq…
Yhea i splitted the building by floors, it was easier to manage my scene, reimporting bits ect. plants balconies and raillings are separate objects as well. I'm not an expert with unreal so i'm not sure if the problem come from the model, the Uv or udk set up. I'll run some isolated bake on those pieces later today to try…
excellent updates! one thing thats really jumping out at me however is the disconnect of the objects to the floor. a few of your pieces look like they're actually floating above the floor (the chrome trash can and the chair to its left specifically). the concept really nails in that feeling of lights beating down on the…
Hi all! I started this project about a year ago, then due to an internship I had to put this on hold. Now that I finished a couple of projects I'm finally able to do some high poly stuff again :) Still got a lot of cage problems with my bake but I'm happy how the low poly is turning out atm, LP is around 15k triangles…
Agreed, I think a lot of it is just the shit lighting in my scene, which is something I'm still trying to work out, I've nevr really lit an environment before, like with the door thing I'm trying to find a way to illuminate it in a way that looks "natural" since the lighting that comes from light fixtures doesn't really…
I have unwrapped the model and dropped it back into Zbrush from some light sculpting and painting. I also did a quick paint over to try out a different light idea. It kind looks like Tron or a bit like Dynamo from The Running man (cause he is lit up). I quit like the rounder plates on the armour though I might go back to…