To add nothing new but say it in a different way : Sometimes the names of things can make shit confusing as hell, but in this case, the function is defined precisely in the name. Ambient (referring to games lighting) = An ambient light source represents an omni-directional, fixed-intensity and fixed-color light source that…
Looks tight amigo. I think it's a little flat right now, by which i mean I dont think the colors/lighting are dynamic enough. Honestly though, that could be a personal issue, and I could just be trippin. So take what I ahve to say with a grain of salt (not an enviroment artist) Good stuff none the less!
Aight, so I think I'm pretty much done now. I pulled back on the dirt, fixed the lighting, and finalized some of the modeling that was missing from the previous shots. There was talk of rust earlier, but honestly I think I'm pretty satisfied with it right now unless someone points out some areas I can improve.
Found this: https://www.youtube.com/watch?v=BI1Y5hgISSE Seems sort of what Klaus animators might be using only that a lot of parts are cut into layers, and the inner shadow effect is used for the lighting and shading. I don't still get the texturing pass though. They might be using something similar to After Effects like…
First of all, I love what you accomplished with the first scene. I wanted to recreate the Walled City a long time ago, but lacked the technical knowledge to even attempt it, so well done so far, especially on the texturing - great job. As for this scene, firstly I'd add more vertical texture variety on the wall to the…
I think with the lighting you can use more spot lights than you currently are. A number of your lights have directionality-the ceiling lights and floor lights especially. Have spots shining down and casting the shadows and some small point lights up top acting as a fill if needed. That might create more contrast in the…
Thanks for the detailed and honest feedback Bagel, it's definitely appreciated. Wow a lot to unpack here haha: * The shading issues. Usually this happens with triangles at poles and usually I don't know how to fix it without adding in more geometry which I typically don't want to do for the sake of poly count. I've tried…
Let's talk about what material definition is, first. Material definition is being able to clearly tell the difference between adjacent materials, as well as being able to tell what each of those individual materials is made of. For example, I could look at two flat grey materials with different gloss values and assume that…
Hey Matt, I think your making some good progress with this image so far man. One thing I think you could do to really push this image (beyond what you have mentioned so far), is to really take the time to play with the intensity/color of the sunlight coming down onto the city streets. If daytime is your intended look to…
I'm not huge on the concept as I feel it's a bit loud and lacks focal interest. However, you've done a good job putting the scene together to capture its feel. There are some changes in your latest update that I'm not sure were for the better. There are a lot of little things that I think you can fix to push the scene…