Not really worth bumping dedicated topic for this scene so I figured I would throw this here for any crits. I know speed comes with time but I feel like this scene is taking longer than it should have. Probably due to lack of good planning. Lesson learned I have a whole list of things I need to do left for this scene. *…
Out of a curiosity, could you go more in depth with your motor home critique? You were more impressed by his chair and his dishpit, even though both are smaller in scale. After looking at the Insomniac guy's art, is it his materials or how he laid out his textures/lighting that's holding the scene back? Or do you find the…
It's hard to say by looking at your photos, but my first guess would be that you're using a feature of the shader system that isn't supported in Marmoset Viewer. Do you get any errors when you go to export the file? It should tell you if anything in your scene is unsupported, but there's also a list…
Welcome to the forum! Couple things that caught my eye. The colors are a little too plain, or its actually lacking color. Next thing is that the floor texture seems to be catching my eye, seems a bit noisy, can't really tell whats going on down there. Also there seems to be shadow artifacts on the lit parts of your scene…
Nice work, your high poly models are nice and clean as well as your textures. In the scene at the top of your portfolio the light source and shadows don't seem to match, leaving some areas without shadow (bombs). Might help ground them a little more to move your light source up :P The main scene at the top is well done,…
Messing aroung with the blockout of the scene and camera setup inside 3ds Max. I aim to do a pretty narrow environment, to transmit a claustrophobic and (kinda) disorganized feel to the scene :) Almost all the major objects are in place. I plan to fill the gaps and some empty spaces as i keep refining the blockout. Windows…
So I'm a little confused about Unity 5's new lighting setup. I have pre-calculated real time GI set to "on" and things light when added to the scene, and most of my lights are realtime and not set to "baked" as I'm not generating visible directional light maps (the ones that used to show up in the lighting tab after…
Hey Frell, I believe this is what your asking for. With the lights in your scene turned off go to the lightmapping window and add a number to you skylight intesity like a .5 and keep the bounces down around 1, also turn on AO slider. Bake your scene and it should look like a flat gray scene with your AO baked. Now turn on…
Dear Noors, thanks for quickly support. However I ecountered problem before the bake. (I bake on UVCh2 and use VrayNormalMap ch1). I have error in simple render. If you can help me, I upload my beta scene. https://mega.co.nz/#!QYQB0AQa!NqkvZCxQvm8Cav_QC2BzpW9rVdlEYL0cT7ndyltYvkg In max scene, you wiil find RNM material…
Looking good - I like the dusk lighting and @danpaz3d's idea isn't half bad :) The scene just needs something to set it apart from other Crysis-style scenes. I have found a great tutorial for changing weather in UDK that is triggered by an object pickup. Which you should be able to utilise for yourself, as it details…