So here's the initial blocking. Spent a good hole day of trying to get the proportions right. But after spending so long looking at it I think i've gotten oblivious with scale. I need the scale to be on point else i'm going to have weird results in the end. So if there's anything that needs changing please let me know!…
sure default settings in xnormal but thats a base thing. Just because its coming out of the program that way, with settings a programmer 10 years ago once put in, does it not mean that its perfect right off the bat for your usage right now :P AO is simply a gradient map, ranging from black to white. What you generate is a…
This is looking good, I like your composition and lighting. But come on man, don't give up just yet! If this is going into the mighty Polycount Tower, might I recommend a few more details to add? * Don't be lazy! Create a proper texture for your robot bugs! I bet they'd look slick all coated in gray or silver metal and…
sorry that was very bad crits on my part. the vegetation looks overall very flat, i think you should add more angled planes in amongst the regular stuff to give it more depth, layer a few planes with distance between them to get some nice shadows casting over the leaves. also some different angles in the normal map will…
Hey Mathes, you're right, for more detailed lighting a vray bake would be great. You'd still need the UDK bake next to that since that will automatically calculate the specular vectors, which is needed to get specular from lightsources without them being there. I might try to combine a vray bake with unreals vector…
Hi, this is going be a bit blunt.. If you're looking for a position as a environment artist, it's generally best to focus your folio to that. So I would take out your character art as it's quite weak. Your environments could use more work in general. Your work doesn't compare enough to what is being released right now for…
hey, @Wilex: lighting is nothing but the standart mid-day udk-preset, just turned the dominant-directional-light a little. I use rather high-res lightmaps to capture the details in the indirect lighting. You´re right, I definitely have to do something about the connection of the fountain to the wall. Right now just sticks…
Hahah I think that every light night sculpter knows that feel. Half asleep trying to do the last things and then just fail. Oh the fun xD Anyhow, I will! Right now I'm at work so I can't sculpt but meh. TONIGHT I'll try to finish it!
the texturing/wear looks freaking awesome but yeah something about the emissiveness of all those blue lights looks off to me, i would probably push the emissive of them more or add a slight bloom to them or something, they don't really look very 'glowy' right now
I baked the ambient occlusion and its ontop of everything in the photoshop layer on "overlay" mode so its kinda light but its there, ill adjsut the brightness/contrast a bit. and yeah the hexagon doesnt quite repeat right, i gotta fix that, or i might find a different shape.