Octane doesn't have specific skin shader, just a "Universal" PBR one where you could set extra coating and shin layers with its own IOR and roughness and have pretty realistic light transmission/sss effects. Although I had to admit I use it mostly for landscape things. It's a tad less realistic regarding the skin matter…
Great start to the world you are building! I do have one critique though, specifically on how you are injecting color into your scene with the use of colored fog. The middle shots with the blue fog and strong directional shadowing from your atmospheric key light (the sun or moon directional light), they initially read as…
Take all the following with a grain of salt, but here's my feedback from my short moonlighting career as a lighting artist: Its becoming more common with this generation of game development. It'll probably be even more so in the next generation. It's often not just a 'place and tweak lights' job though, as often you'll be…
Hey! Thanks for the feedback, all good stuff :) You've probably come across it haha, I post on the Unity forums from time to time (and both of these scenes are Unity). The colour scheme is something I've been playing with for quite some time. Originally it was in a cooler blue cast with the large doorway illumination…
Wooo, that is some sexy wood scluptin! This scene is already pretty sweet, but I have a few nitpicks that may help you.. * I'd say you could have used some more value variation, like making the bits that stick out a bit lighter due to weather/just being worn down. * Some of your objects are very monochromatic (stone, wood)…
Hey everyone, thanks for the responses - there's a wide-range of insight here that is more than helpful! SO, in summary it's looking like texture resolution and the number of drawcalls should be considered when modeling while vertex count is something to be considered for hero assets and mobile games. I did not know that…
thanks everyone :) s6: right now i only really prefer to stick with maya because of how fast it feels. being able to quick swipe or flick marking menus for tools is great, and when i go back to max i find the quad menus incredibly primitive feeling. tools-wise, its pretty much all the same. theres a few things here n there…
some updates: http://p3d.in/AE1Tw/wireonshadeless Thank you for the advice! Sorry that these are such amateur mistakes, so embarrassing >.< Edit list: -slightly scaled down the entry arch -added chimney lip -rescaled attic to match concept -added protruding room to attic -slightly scaled up the lantern -added bushes around…
Looking pretty good for a first environment. It's always hard to match a hand drawn concept things aren't always mathematically perfect and reality, scale and perspective don't always translate like they should so some things will always be a little off. I think you've gotten pretty close, but there are a few things you…
I would have to look at the animation and see how it was animated to say yes or no. It is possible, I've done it, but its a testy system to work with from scratch and doesn't get any easier when you put it in place later. I would do it in chunks in different .max files and assemble the final chunks of baked out, key per…