@Twisty The advice you received from Visceral was the opposite of what you're doing now. You're doing details, just with models instead of textures. The point was that no matter how many details you put onto your ship, it won't be interesting if the basic shape is not interesting which yours is not at the moment. Lets talk…
That is not how lights work. Not even in ray tracing. In ray tracing or path tracing, either shoot rays in all directions, or towards the light. So the normal of the emissive mesh is not relevant. What it tries to figure out is that if a light is visible from a point or not. Imagine you "sit" on a certain point of the…
I swear, every time you post an update on this (at least with recent screens) I think it's 2d work instead of a UDK scene. crazy! Your progress is solid right now, but I'd be careful about the lighting on the doorway. That area might be getting lost in a bunch of median shades and, seeing how it's the focal point, I feel…
Ok, let's see: Elise has rim lighting so maybe darken her a bit or give her a bright outline at fitting places. The spiders can be pushed back a little. I think a soft color layer that fits the surroundings would do. Also maybe work on cast shadows for the spiders. They look like they're floating. Maybe also scale down or…
great work! I think the textures might be a bit over sharpened. and i think you should consider changing your approach for dark hair. especially on the last boy it looks like it is grey not black. I guess this is due to a convexity overlay or something. it just doesn't look right. It is less visible on Tuppence Cowley, but…
@TomGT: Thanks man! You are right! I will think about that. I feel rigging is gonna the most challenging part of this character for me. I don't think it is possible to pose her in Zbrush because of those armor pieces so I might have to spend time to learn rigging and weighting in Maya, that's not a good idea in this tight…
If all you're doing is that, you might as well do a two sided material, right? What's the point in duplicating it? The reason you're seeing all that black is because you've duplicated a two sided mesh and flipped the normals inwards. Just enable backface culling and you'll see that you won't really have to scale it at all…
Starting to look really nice! The things I reacted to was mostly that the wall closest to your right still seems rather flat compared to the rest, It might help if you'd place the camera a bit more left, or add more geo. Also adding an alpha to your gratings and adjusting the light. You've been catching on to a lot of crit…
unleashed: you might be right but it could be the lighting as well, sometimes its better to add depth there rather than making the face look flat, wilex: yeah the armor is very unfinished thus wip, as for the sex appeal thing, if i make the suit baggy, man thats gonna look awkward with the whole VG sci fi genre. i will add…