I think one of the things your stuff could really benefit from is a better emphasis on lighting. All your pieces end up looking pretty flat even if there is a dominant light source. Many of your pieces have metals which seem to lack highlighting which also contributes to the lack of depth. Here's a quick paintover to show…
Hi guys, here's an update on my progress, I got the sketch pretty close to what I want, except for the details on Cassiopeias armor. Now I have to decide on some values and the lightingsituation. Not quite sure in which direction I want to go yet with the lighting. The miasma coming from the water is supposed to glow red…
Once again, pardon my terrible lighting. I'm still pretty new to rendering in max, and I just have not had the time to set up a decent lighting system. So bear with me. I've started the texturing pass. Looking forward to start lighting up this scene in a decent manner. Right now I'm just using the default scanline renderer…
I'd say get some simple lighting PLUG http://blog.environmentartist.com/?p=205 in the scene. Not sure if this is going to be in Maya, UDK, CyEngine, etc. Jessica's point about the textures feeling flat is valid. But once you light it that might change things a good amount. One small gripe I noticed on the center floor…
hi ljsketch, cool looking model. I like the design style, it's reminiscent of classic isometric pre-rendered rpgs. I think the marmoset render would look more interesting in a night-time lighting setup. I'm not sure how to do that in marmoset, haven't used it for a long time. I think having fewer light sources will create…
Seems like you're going in the right direction! Someone correct me if I'm wrong, but really the only thing that is stopping you is if the lighting in a game engine freaks out over a particular area of the mesh. Hence the mentioning of "avoid long triangles if possible." I've done long triangles before on my character…
I might try this. one thing the game is really great at is landmarks. you can look at your map and see some settlement, and when you close the map and look up at the horizon you will find a tower in the distance, or a windmill, or the lights of a city at night. Several times I have climbed a hill just to look around and…
Awesome i was thinking of picking that one up. I might have to do the same. Ysalex, Nice I'm sure teriyaki pointed you in the right direction, the only reason i ask is that focusing on area of 2d to start is probably a good idea. Like focusing on line based art is probably the best place to start as it cuts out having to…
Ben Apuna - Thanks for all the feedback and the tutorial. I'll definitely take a look at it. Worst comes to worst I might just bend modifier it up lol. Would be a real pain doing all of that after everything is in place though. Natetheartist - Thanks, this scene is rendered in UDK. Changes -Slight angle turn -Made the…
Not sure where you are looking for work but Shrike is right on the money. Also the piece at the top I think is your worst piece, so you might want to remove that or give it a serious lighting/layout adjustment. Also, since you are doing this all in UDK it would probably benefit you in your job search to include…