well, you've got the colors better. still, for the right effect they have to support a form, and a light pattern that falls on that form. the closer the pants are to the light, the more intense the orange should be. anything further away "loses" light and saturation (unless bounce light). the lighter, middle-line fold on…
I think you are on track for something that could be interesting. Right now I feel the first pan is too slow, I lost interest and skipped ahead. I don't think it is as much of a lack of perfection, as it is a lack of focal points or POIs. Do you intend to add objects or areas of interest a long the pan? 1 or two might do.…
I would remove the Battery prop. It stands right now as the weakest. The corridor scene also could do with a lot more work or should be taken out entirely. In my opinion, it's a bad idea to make pieces based on tech demos. All your environments should have nice looking lighting. It doesn't need a seperate page that says…
The max player count we're thinking right now might be 6v6. That's not set in stone, but it seems to feel pretty good based on our map sizes. From a technical standpoint we're not limited, but we're just trying to find that sweet spot for gameplay's sake. As for one hit kills, you're probably not going to see them in…
@cremuss nahh the colors of the final texture, and the lighting are a complete mess. I might try making the same texture with zbrush. Sizes on the screenshot are not the right scale. I have some smaller and some bigger ones. I dont think it looks plain, and it has quite a bit of surface detail. I dont want them to look too…
The lower part of the body is slightly higher in quality to me. The creases and folds in the pants are more detailed, and there are scratches on his knee-pads, and nice lighting on his boots. The upper part of his body is crying for more detail to me, especially his helmet. Unless it's meant to be one of those helmets with…
@Devon M Thanks for that workflow, really helpful to see it laid out like that. Bed Progress so far. Might go back to the high poly and make the cushions feel a little disjointed from the frame I think (as well as that weirdness with the top cushion. Right now they just meet the metal frame in places. Also just trying out…
Hey all, learning is still going strong! But wondered if anyone could explain a little more to me about lights. The shaders I have been tinkering with use 1 or 2 lights, but what I want to know is how would this differ if you were going to use it in a game engine, or even more lights in max (I don't need actual code, just…
You'd go about the color zones with mostly just using point and spot lights with different colors throughout your scene. Also looking at it again, I think that your directional light is really not doing you much help. It's currently washing out all the buildings on the right side. I think you may want to try reworking the…
Hey, looking really good! Can't really understand why no one posted in here yet. D: A few things I've noticed: (I hope you don't mind painting over your shots to illustrate better what I mean at some points.) First of all I really like the overall feel and style of the environment. You matched the Deus Ex style pretty well…