duxun: I changed the volume lights a bit. ScoobyDoofus: Yes, this scene is based on one of the environments from Myst: Revelation. AlecMoody: I tried to fix the underexposed look. ZacD: Thanks for taking the time and doing that. it really helped :) XenoKratios; I thought so to when I first saw the scene. Here's the update.…
ZacD - Ye I think it may be because the rim light is too biased to one side, and you cant really see it coming through on the shadow side. I think it may be worth taking another look at it, as like I said it doesnt take that long to re render. Shrew,Bbob & Moosey_G, cheers!
@ZacD A store in Honk Kong is doing something similar already, http://www.techinsider.io/3d-body-scanner-robotic-tailor-hong-kong-2016-1 Also marvelous designer should let you save out the patterns, so you could just give them to a seamstress to have them made, right?
Thanks ZACD, Interesting so this also means using a 4k /8k textures dont make the game 100% 4k / 8k even if you are using a display that supports 4k. Cause lets say if you have a 4k res wall texture but its viewed at a distance in game mipping takes over and its downsized etc.
gray thats great to know we will be here ;) zacd- if your talking complete working print electronics and everything then a very very long time. but there is a symple open source reprap printer that can print some of its own working parts, great guy that made that. not really usefull in this setting but werth haveing a look…
As ZACD said, Polycount is more focused on game art then Raytraced realistic rendering. Though, 'm going to help you a bit here: For your materials, use the physcally based material of mental ray ( mia materials) Lighting: Add some final gather (or global illumination) for more grounded results. Use linear clorspace…
+1 about what ZacD. 1. Doesn't matter 2. Cut if from the portfolio. 3. When presenting art work, keep it simple. The black text w/ your info on the top right should be white. Right now its really hard to see. The cut corner is kinda of weird. Doesnt add any value.
@ZacD-- what error are you referring to? Or are you talking about the different rendering technique on this one? Please clarify. @Unleashed-- Both good points. Either on this one or the next one i think I'll try with a set of digital watercolors to mimic the effect more accurately. Failing that though I'll just divert into…
MALicivs: The handles are for people to lift it, so I would say around 4 feet by 4 feet, and pretty damn heavy. ZacD: Maybe so, but I really hate when cylinders have too little sides, really looks like shit and gives away the fact that its low poly, u know?
I'm with ZacD on this. Maybe in some really obscure way it conveys that you can take premade assets and find good reuse for them...but really, I don't see how you can get a positive reaction from it on your portfolio, once somebody realizes you didn't make any of the assets. But it does look pretty :)