Hi Raul! congratulations on making it this far, it only gets more exciting from this point :smile: On to your portfolio: Lotus temple- I'd say it looks too busy, either find a focus, or change up the lighting so i can see things in the scene. (Preferably both). PBR Textures- i'm not too knowledgable on these, but they look…
So I'm following this Pokéball tutorial (https://www.youtube.com/watch?v=PPq0QF2vbBg) and I noticed comments under the video about bad topology, so I thought I'd try to tackle learning that part early. I had this "clever" idea to cut off the messy top off the standard sphere and replace it with a geophere (they are more UV…
I love zombie games still, I never really burned out on WW2 games either even though their popularity attracted a lot of games that where not worth playing. Uncharted and Last of Us are pretty much the only reasons I own a PS3 and I rarely lump them in with all other games because they are done so well. I guess my beef…
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…
Hello! New user here. I've been using UDK for a little under a year and am not working on my portfolio. I'm having a huge issue with normal maps showing properly on my characters. I have tried just about everything and am not sure what the issue is anymore. I have imported the normal maps correctly with TC_normalmap…
Playing around with different Color Balance adjustments. The one WITHOUT Color Balance is on the left, while the middle and right do have Color Balance. Marmoset lighting is just a white spotlight to get as neutral a lighting as possible. In regards to the model's texture itself, I am still not sure what else to do. I do…
Thanks $!nz, yeah I'll give some colour variation a thought when texturing it again. For now I've been working on and off with the textures for this light model, thought I'd try out a few variations of the actual lights texture wise, I like the orange but it probably doesnt make much sense and would look ugly in-game lol…
For me representing a material job without an environment and lighting/shadows is wrong. Don't know why everyone is doing this. You never get "real" look that way . I would keep hdri background at least. The second thing IMO is a bit overdone look. Comes often from Substance painter . You can't fight an urge to use all…
Check this link out... Should lead you to a lot of great tutorials on lighting in renderers such as Mental Ray... since it is built into max. Lighting something is going to be way more complex than just a 3 point setup. You have to have a really great understanding on materials, lights, and rendering out multiple passes.…
Hello, I'm currently making a character model for Kurt Russell's 'Snake Plissken' character from the movie 'Escape From New York' and I would really appreciate some feedback or some fresh eyes on this, as I'm struggling alot on the facial likeness right now. Bare in mind this is still polypainted version with no final…