dope. I think the fog is a little too heavy in the large open areas. I reaaallly like the mood of the smaller interior shots with the reflective floor.I kinda like the overall dark-ish tone to the lighting, but I wish it were a little more pronounced. More contrast-y maybe. Maybe this awesome scene can give ya a little…
One of these should cover what you need: http://www.polycount.com/forum/showthread.php?t=74078 http://www.polycount.com/forum/showthread.php?p=1110076 http://forums.steampowered.com/forums/showthread.php?t=1109465 Related links: TF2 Materials by Swizzle: http://www.polycount.com/forum/showthread.php?t=73559 Various TF2…
If you can use Fresnel as a base in the Transluceny node, work your way up from there, it should help abit. That's the cheapest way I know of doing it quickly and dirty. Sprung is right on the money with taking a look at the DN package. You could look for the SSS shader also:…
On that note here is a video with the new president of THQ telling everyone how he is going to change the company, he oddly forgot to mention this small detail about closing this studio down. http://www.gametrailers.com/video/e3-2012-thq/730958 I swear I will never buy another THQ product again. RIP THQ, RIP
I like where this is going. Do you have a reference? What stands out to me is that all the textures except the plaster seem too light. Try making your midtones and shadows darker. The highlights on your edges should really stand off. As to the individual textures: Roof Tiles - The darker areas under the slates - possibly…