@Kruskebunken Looks good, I think that adjustment really helped make it pop and feel more connected with the chair frame. I even notice a subtle edge highlight on the seat I didn't see before, @YairMorr I really dig the set and atmosphere you setup for the scene. I think the change of removing the fog from the foreground…
Hello Polycounters. This is a scene I'm working on that I'm calling "The Lab" and it's still very much a WIP. I wanted to get some feedback on the scene at its current stage. I'm struggling with the lighting at the moment. All comments and critiques on anything are welcome. Thanks in advanced.
Hello Everyone! I want to give this challenge a try. I'm creating an environment scene and this is a good way for me to continue my scene during the work week. Starting off simple. Shuriken - HP - 40mins Critique - The edges are a little too sharp.
Is there a way to set up my scene to use vertex lighting? I'm looking at building something to look like an early 3D game, but the modern lighting completely betrays the aesthetic. Is there a way to get the engine to render the scene use vertex lighting?
As far as rendering a sky for a scene in maya 2011, what method do you prefer? Some form of self illumination or rendering passes? I'm new to the rendering process in Maya for larger scenes and am looking for insight.
Awesome scenes man, i really enjoy the way the posters are placed over the brand painted on the wall. These little narratives that give more depth to a scene.
Normals react to lighting, do you have any lights in the scene? Currently it looks fine to me, the scene's light source appears to be on the right of the model.
Short Content Update What Changed : - Bridge prototype with better physics. - Added terrain with distance based tessellation to the scene. - Now there is some vegetation in the scene.