Damn good portfolio for a JR. I think something that would really benefit you is some better lighting and presentation. All your characters are really flat lit which is killing any form you have sculpted in. Take at look at some of Kime's characters, http://www.pseudo-pod.com/, and notice the nice rim light, nice core…
The update is a lot better in terms of lighting. Your professor is right about lighting. As far as I know, lighting and a huge amount of actors on the screen at once are really big resource hogs in Unreal and even then, it can handle a lot. It all comes down to the machine then. I wish I knew a good range of lights to use.…
Looking at your moss mother. I think you are probably at a good level to start thinking about how you light forms now. You are at a level where you are understanding forms and design well, but some of your technical skills are holding back your execution. This relief is a pretty good stand-in for what is going on in your…
They do for sure, but a follow up would be couldn't I just use a red light on that Christmas ball to get the red glow? (assuming I'm using a black/white spec). edit: Although to answer my own question, I guess if I used a red light I'd have red on the background layout too (red indirect light bouncing off the ball too).…
For UE3 at least, I believe it ends up being one draw call per light per shader. So if you have a character that uses two shaders being lit by 3 dynamic lights, that will amount to 6 draw calls. Thankfully static lighting gets collapsed to a single draw call. However, in deferred lighting engines all lighting gets…
Hey there, I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind: - as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE.…
Hello! I have a question for rendering from max. I am trying to render a scene that has 2 things: * Ambient Occlusion * A sun as a single source of light TO do this, I am using 2 lights in my Max file: * SkyLight * Omni Both are set to cast shadows. Both have their light intensity/multiplier set to "0.5" Right now I am…
XCOM 2 uses a fairly modified version of UE3. It procedurally generates the maps your guys fight in by arranging random, modular map segements in a pre-defined arrangement. I'm curious about how the lighting for a level would therefore be achieved. I'm more familiar with UE4 than UE3, but the technical limitations of…
I like some of what you've done, but there are some issues. I'll try my best not to reiterate what others have said, and simply add what I think could improve your scene. I will cover a few points that I think has room for improvement: - Forms - Colors - Lighting Forms: You have some interesting large forms and good shapes…
roughness is an average over an area so there's no correct value for a surface without taking that into account. measuring roughess and translating it into something that matches your specular model is probably all but impossible as such - as a surface gets further away from the viewer, progressively larger changes in…