still very dull and flat which is a shame as the models and textures dont look bad, check this out http://boards.polycount.net/showthread.php?t=68046 it has shine coming off the water a bit of shine coming off some of the rocks etc, really the atmosphere is dull right now even if its a night scene or cloudy you can still…
Thanks Joopson, for the advice on the pose and the desaturation. I'm using marmoset and the lighting is not so great, so I typically turn the 'night' preset up to daytime levels. It washes the image a bit, but the other lights tend to blow any white under 15% white out. I'll try to fiddle with the contrast, saturation and…
Throw some different angles into your model presentation next time, right now none of the polygons that you've worked on are affecting the silhouette at this angle (I would still get rid of half the polys on the lock brackets and add them to the pronounced panels on the outside of the chest like others have suggested)…
For as low count as it is, that's really nice. I see some funky mesh flow in places, but overall it looks good. As far as your lighting goes - is that a lightmap? If so, you might want to toss some slight blur on it. Light is never that crisp, even coming through the cleanest window. I just spotted some UV issues on some…
Finally had a day to work on this, reworked some stuff and added in some walls and windows and got light shafts displaying, removed post processing completely, might go back and do some post when its nearly done. Next step is roofs and some doors and a cluster of wierd scifi tv things. I should probably add some lights to…
My answer is, it depends on so much its hard to give a "you must always do it this way" answer. The best way is to answer it yourself and do both when you have the time. That way you learn both ways, and can easily contrast them in the future when you need to make a similar object. Just blindly following rules because some…
I know some of ya might just want the links and maybe not so much on the reading: Trailer: WATCH THE TRAILER Link to download the game: NOW AVAILABLE ON APPLE ARCADE Hello fellow Polycount pixel junkies. I'm super excited to share our new project from Ember Entertainment coming soon to Apple Arcade! It's SurvivalZ! One…
Looking good :+1: I think with the final asset, some of the forms of the sculpt got lost, in particular with the head. This probably in part due to the different lighting/ reflections between the matcap highpoly render and final render. It's up to you (or how you intend to render) to what extend you paint highlights into…
Hey Polycount, I am trying to make a likeness of a friend of mine. Right now I am at the stage where I started doing the pores. But I thought It might be a good Idea to get some kind of rendering setup going to get an idea how visible the detail is that I am sculpting onto the model. Right now this is how it looks in…
congrats on the job; well deserved. Its been several years since I switched, but it was pretty easy, then again its all about the interface difference. Since then I've completely changed the way I work basically relearning it over the past year after 4 years of down time. hotkeys were the biggest difference for me…