@barnsey: Cheers Michael! Have to give some thanks to josephmarch for nagging me to repack my hammer UVs, nice and tight! @Orangeknight: Thanks! Yeah the material definition and wear and tare were the most challenging part for me. Hopefully I'll get it right in my next character, and then I might come back and tweak this…
good work. I think you are in the right corner when light is the most important element of the story you are telling. I really like it, and you´ve got down most if it. Keep exploring your office, is the only thing I can think of as an advice. You might find very small but vital clues.
The shadows are tricky... they're not getting much sharper, they also differ in brightness per screenshot because of adaptive HDR / lighting. I'll get back to that later however. First: Reverse engineered the new layered material system and replaced the original pillar material on the left with a vertex painted moss /…
nope! Good guess though. New quote: Man1: "We could fight. They'll stay right where they are and starve us out. Or go for position, shoot us. Might even get a rock slide started, get us that way. What else can they do?" Man2: "They could surrender to us, but I wouldn't count on that."
I agree iRay is pretty much MentalRay dumbed down and can get you some good results, if you have the hardware and the time. It solves two main problems, not knowing when it will finish and not knowing what settings to tweak. It still takes about the same time to process quality renders but you save the time you waste…
Hi everyone, I just recently started using 3ds Max after years of hiatus. I am somewhat back up to speed, but I have never done advanced lighting before. Can someone please recommend some online tutorials on photorealistic lighting? The scene I have animated so far involves an object (imagine something like an iPhone) in…
Thanks spectre, I'll bare that in mind :) ng.aniki you're right, tried the cubemap and got this doesn't look awful but definitely not correct. I'll try the reflect actor instead in the morning :) thanks for the help!
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
Hi :) During the last month, I started working on my first full environment as a side-project and figured it would be a good time to start posting my progress to get feedbacks and review what I've done (it's a good way to stay motivated). My goal was to learn Unreal engine and try to gather in a single art piece everything…