Thanks! I'll look into making the white-space over my name even smaller. Alright, I just need to finish up my fusion coil for the noob challenge first. I do intend to go back and try to pimp up the highpoly a bit for it as it seems a bit lacking compared to what others have posted there. You're right, I don't really need…
Hey everyone, I’m looking to put together a small team to build a free Five Nights at Freddy’s fan game. This is an unpaid passion project for building portfolios, gaining game dev experience, and making something genuinely creepy. The Game: I am keeping the exact setting and lore under wraps to prevent the idea from being…
Here is the first shot of my work right now, very early in my current project: I still have so much to do, haven't even really thought about lighting, post-processing let alone more props than grass, spruce and the terrain. Going to add more and more now when I've got my scene set up. Honestly the terrain was annoying to…
So after suffering some artist block, I churned out this. Better or worse? I still tried to get that arch thing on the right side in there but I might scrap that, it's in the reference but It's not like it's a big deal if it's not there. Or might mess with it I don't know. Anyway, All I have is basic Diffuse and basic…
The BF2 buildings are a great example, especially like you said about the scale of them. The downside however with those big meshes, especially in some of the more crowded areas where a LOT of fighting is happening ON the building itself, (Such as the first flag cap area at Karkand) is the collision that has to take place…
I think you answered your own question. There's no real focal point right now. Logically, I reckon the morticians slab would be the focus but really that's up to you. I'd suggest maybe playing with your lights to draw the attention of the viewer to that particular area, using maybe the light coming in from the window to…
For the rendered shots, can you perhaps bump up the lighting settings? Right now the light that seems to be hitting them appears to just be a "fill" light and doesnt seem to have any sort of directionality. I think just increasing the strength of the light will help us see your details better. As far as critique, I believe…
Your assets are coming along good, i would also agree your lighting is hurting you right now. Once your meshes are all done go back and give some focus with lighting were you want us to look. Maybe push the amount of light coming from your glowing bits right now but a dominate light source is what you really need. I like…
Looks good, and the lighting seems fairly realistic, which might contribute to it not looking very dramatic or exciting. Nothing wrong with that, especially if that's what you're going for, but it might look cool if you added some spotlight-like light sources (as part of the station, not just floating point lights) that…
Overall, I like the feel. Would fit right in in Fallout 3 or New Vegas. I have a few critiques though, to keep in mind. I feel like there's almost no variation in roughness at all; it makes the model and textures feel very flat. The lighting environment, as well, isn't doing it justice. Can we see your texture flats? The…