No problem man, glad it worked out for you! It looks much better now. I have some crits on your Halo scene. Structurally, it looks pretty sound, barring some spatial and proportion differences. For example, in the concept, there's a walled in vertical space above the machinery in the top of your scene. The metal barrier in…
Neat concept so far! He has a lot of character. I did a paint over of your leather gloves to give you a feel of some things you need to watch out for. More contrast! If you desaturate your model you'll notice that the darks and lights don't stray too far from the base color, pushing both of those values will help make…
Right now the scale of your tiles on the floor is off, it is making the scene feel weird. Look at the concept, there are about 4 tiles for every 1 of yours, and the scale looks more believable in the concept. they are also slightly different colors, which helps break up the floor. You could also cut some geo in and raise…
The hello kitty stamp is a strange idea. Subjectively, I'm not a fan of it, or any humor-based stamps on weapons. But that's just personal opinion. Objectively, I think the paint drips are hurting the model. Because we all know how large water streaks are, to see the paint streak down from three different locations, that…
[ QUOTE ] Also does anyone know if their are any programs out there thats soul job is to render a model with bad ass lighting effects? [/ QUOTE ] You're already using it, hahaha! 3Ds Max can pull off some really nice renders. I suggest reading up on 3 point light set ups (key light, rim light, and fill light). Also read up…
Isn't uploading images from your desktop directly to your comment with the 'attach image' button still the easiest? Maybe I'm old school. Anyway your model seems pretty good, though a bit too low-poly for a hero prop (unless it's for a mobile game). The textures, lighting, and presentation are bringing it down…
Just some random reactions to your captions. Consoles have a huge leg up on the number of draw calls per frame. The numbers change every few years, but console games can get away with 10s of thousands, while PC games need to keep it ~500 per frame to not choke. It's just a side effect of the architectures. x86 tech is a…
The reason for losing motivation is because the idea wasnt well flushed out. If you would have thought about it more you would have realised that the idea is meh. Its just not that interesting. So you either add more to the idea or change it completely. Thats my opinion about the concept. The scene suffers from some issues…
I always like stylized little scene. Here's a couple of critics that will hopefully help: - You have the same books with two vastly different scale. The ones on the ground are small, the ones flying are huge. This looks a bit strange as we don't really understand what's going on overall in the story. - The color of your…
It doesn't look like you're using the step function in your shader, and it's absolutely necessary to make the sharp shadowing. They mention it in the GDC presentation on this slide: So you take the dot product (also called "scalar" product) between the vertex-to-light vector (going from the vertex to the light position)…