...wait, what? I didn't threaten anybody. Other people in the thread have pointed out both Ubi Montreal and Ubi Toronto are working on the title. I just was pointing out that it struck me as borderline disturbing, and that the mock-up portrayed elite soldiers as heavy-handed, unsympathetic killers. The way it was portrayed…
I'd love to see it with good lighting set up, I think that could really boost the scene. Ill not repeat what others have said, though I do agree with it all. Your individual props are looking nice, too, but a couple of things: Maybe the metal on the lamp post could be sold a little more as metal? A smaller spec spot…
Interesting points, very valid too. To play devils advocate a bit more... 1st) Kind of a catch 22, whoever creates the infrastructure wins. No one can win until the infrastructure is created. No one is going to invest in infrastructure until there's a winner in their corner. 2nd) Considering the infrastructure issues. Most…
Is this going to be a concrete wall? And also, will it be old and used or new? If old, then maybe the ridges would be a little lighter because they will get scratched more often. Also, if it's a wall, then grunge and grime will naturally build up on the underside of the ridges in the shadow. Apart from that it is…
We're looking for a Unity VFX artist that is comfortable with a range of particle animations and VFX, from simple particles to more complex power ups. The game is being built for Virtual Reality and we have a stellar design team behind the project who needs help bringing all their creative ideas to life. If you reach out,…
You can still do it via the texture route. Make a displacement texture and convert the displacement to geometry. This way you still gain the flexibility texturing offers, and the final output can be the same. If you want to see a visual example look up clothing tutorials in zbrush. Many times people will do a quick unwrap…
Darkleopard: Thank, once I am done this thing will be covered from head to toe... er wheel to roof... in blood :) Dylan Brady: I was fully planning on bringing it into z brush, then I somehow forgot, I think I was just tired and ended up baking the whole thing. Depending on how the texturing goes, I may bring certain…
Thanks for the feedback! Yeah . . . I'm sad the hardware can't keep up with the holographic designs yet! Maybe next year's phones One of the reasons I changed up the dome environment was it didn't 'feel' very good in VR . . . basically the top of the dome was too far away to look good in 3d VR viewing. By lowering the…
The trees are bringing the scene down in my opinion, the leaf volumes are just too plane-like, they need a bit of work. A bit of it is the diffuse is too dark i think, makes the shaded areas too contrasted and they pop out too much. I'd either fix up the leaves or remove the trees altogether. It looks pretty nice, but my…
It's somewhat due to the difference of perspective, but the concept definitely feels more open and daunting. Like you said, you don't want to reproduce it exactly, but I definitely like the vastness present in the concept. One thing I'd do to bring that into your scene more is open up that right wall a bit more. Maybe…