Great progress. - Cool trick with just emissive. You should also consider some Emissive for the flowers upfront-too dark right now. - A little point light for the lower right part of the pic(under the tree) - Also UDK->View->World Properties->Lightmass->Environment Color to color or brighten up your shadows a bit. Seems…
I feel you are including too much old work. Some things are really nice but others are really weak. First scene has pretty poor vehicle design and its lowpoly, not even thinking about the DOF The second computer thing looks decent, but too much blur and hard to see what it it The computer room has some good elements but…
Looking cool Wayne. One thing about paint too is its tendency to dry up and flake off especially in the presence of rust. There's alot of metal in this scene and not a whole lot of rust. That corrugated sheet metal would have swaths of rust even after only a few years out in the elements. Since your building seems to be…
Yep, using a tool like Polycruncher or MeshLab (free alternative) can be very useful especially if you're dealing with a lot of zbrushed parts. I know that Epic use (or used) this workflow for a lot of their assets on Gears and Unreal Tournament - poly crunch down a zbrushed piece of geometry so it can be brought into max…
You are obviously missing the resume, which you probably haven't gotten around to adding yet, but the reason I'm mentioning it is that there is no reason to list your software on the header image. That stuff should be in the resume. Emphasizing the software like that kinda does the opposite of what I think you want to…
Overall it's a great looking scene. :thumbup: The lighting is hard to pin down since we're only seeing the one room. More brown? Less brown? I can't say for sure. In a game, there might be more stuff before or after this to provide context and inform that decision. My suggestions: - The scene could use a stronger focal…
hey armanguy - you're making some progress but it looks like you still haven't nailed the lighting. I'm a huge proponent of pushing dramatic lighting in environments; it makes all the difference! I made a little mock-up of your scene in maya and set up some lights to try to demonstrate the direction I would go. For the…
Hi NAIMA, The non-detail shot of the grass looks pretty good to me, better than any grass I've ever made (I'm not a grass expert either). The only problem I see right now is the repeating dots. I think the saturation of grass (or any texture) is really a property of light in the natural world, so if your scene is lit like…
ok an update. We found that exporting straight from c4d as either .dae or .3ds totally screws up the materials. It appears that c4d's file formatting and papervision's parsing of these file formats are mutually in-exclusive. Although you can get a model in, it's basically screwed. The ultimate fix was for us to export .dae…
Your scene is very noisy and not pleasant to look at. Too much stuff is happening. Its confusing to determine what is the main focus. My eyes are drawn to the "mobile garden" first because its in the center of the screen and the white material in light is very distracting. Being that its a custom made object - that people…