I know the reason for it being bright in CE3, it's quiet simply because you need to darken it in PS. A good trick i learned was to bring in the base albedo, bring the diffuse down in CE3 until you are happy with how it looks and then copying the luminosity value into PS. CryEngine simply handles textures much differently…
@Jhill8 and Darkleopard: Thanks! @fearian: Yeah I think I'm going to go down that route (plus saves time and texturing space). Definitely going to add a truck and bring a more cyberpunk/futuristic look to the top city. Also need to sculpt some cracks and stuff for the road to use as decals to bring some stuff into the…
Actually my crit were a matter of function as the higher contrast brings out your thumbnails, the bigger thumbnails are so they are easier to see fast, and the lowering of the content is to bring your work into a compositional butterzone on most monitors. The drop shadow crit were a matter of taste though, but it takes…
Looking better and better! Love the sweat,,... what is that specular? If you are going to pose it tonight try bring the crotch up a bit that should make the torso a little shorter and the legs longer, if you do that you might want to bring the knee up a touch. The arms still need more volume I think. Nice.
Sick potential. Definetly needs more contrast on the building itself to bring up the points of interest and make the composition look more interesting. You can use lights for that. Also you can start adding in atmospheric fog / flying dust particles. I feel like those will really bring your environment to life
In Zbrush you do them like this: http://www.zbrushcentral.com/zbc/showthread.php?t=074301 Easiest way in max would be to setup a MR daylight system, do your test renders with a low subD level and then bring in the HP for the final render. On a 8+gb system you can bring in a surprisingly high poly count.
Hi guys. This is my latest work, based on this design by Dacosta Bayley(http://conceptartworld.com/wp-content/uploads/2014/03/marchofrobots_14-023-Sentinel.jpg). Modelled in Modo and textured in Substance. Did some renders in Octane as well for a change. A brief breakdown of my meshes: I also imported the model into UE4…
Hey all so I've been posting stuff in the PP section during th course of this project for school. I'm a first time noob at modular workflow so bare with me. So far, I've been making the square power of 2 textures first(or some un-square iteration), putting them into a 2048 texture atlas, and then just breaking the chunks…
"Drawing For Product Designers" by Kevin Henry http://www.laurenceking.com/en/drawing-for-product-designers/ I've read the Scott Robertson books on drawing and rendering and they're really good but the info can be overwhelming. I think this book by Kevin Henry does a better job providing context, the "whys". It has step by…
Hi polycount, Im hoping to start gaining/improving some sculpting skills so I will document my progress for this model in this thread. I'm still very new to sculpting and this is my first thread in the critiques section so ruthless critique is welcomed!: I found this cool rifleman on the 2D conceptbank thread and it seemed…