Hey, cool stuff! Some suggestions I'd have: The textures are a bit to light, since these are environment props I'd suggest not to get over 50-55% brightness. I personally use everything that high or beyond just for highlights. The model could be more efficient ( it's the German in me speaking =P) I see many polys and cuts…
@chemotoledo For sure I'll add those images some time soon :) @lotet you know I didn't think of the object space normals but now I do! Also toned things down. @Art1ficer You are completely right and that is the plan. Just haven't gotten there yet haha @yararstss hm that's odd. Glad you checked in though! You will…
Your site design is solid. The only change I would make is to have the default page be the portfolio instead of the reel. I'm guessing you'll find that most people won't look at your reel, and just look at your portfolio instead, I know I did. You could also improve the layout of your prop image as well. The weird thing is…
Thanks for posting these, they look really good! A quick question regarding the lighting process. As a lighting artist do you have some involvement in the environment art/level building side of things? For example if you're lighting a scene and think that "A glossier material in this part of the scene would help to have a…
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
@Contrails: I tried bumpoffset, but the offset didn't really match the other textures, so it looked like two misaligned textures multiplied...hard to explain. But thanks anyway, I'll probably look into that at a later point! @Sid Thanks! I really love the style of those sofas, so sooner or later I really had to do one…
Your content seems pretty good, but in my opinion your website is too fractured right now. What I mean by this is that you need click around too much to get a good overview of your stuff. Right now you've got 5 subsections for your work, I would cut them down to 2 or maybe 3 at most. I would have one section for the game…
Hey Tony, I think this is cool for your first time working in this style. The things that stick out to me is the lack of lighting and material definition. It looks like you have some lighting painted onto the gem in the center, but other than that everything feels kind of flat and unlit. Try using some overlays to really…
@Lokii288 Thanks man!, probably i'll flip it ^^ @Viko Thanks for taking the time and give this feedback, rlly apreciate ^^ and yes, you're right, i'll try and over paint the wall and make the Light less sharp as it goes far from the Upper point (pic 1) and if it looks wierd, i'll over paint the complete wall like you did…