4 productive hours is a value backed by science if you want to look into that. However, forcing a routine requires an element of self-punishment. The people who successfully studied something 8+ hours a day did not force themselves. That would cause complete mental exhaustion, the same as for any other human being.…
Wow, impressive to see so many Interpretations of the concepts 🤓 Took a jab at the factory prop too, mainly to look into the animation aspect. Animated result from Toolbag: still render: As I expected, getting the animated conveyer belt-like element out of Blender proved the most challenging. In Blender, a plane with…
Beautiful stuff, while I wouldn't mind seeing a little more separation between elements. The shots where the flowers are a little more spaced out and placed in clusters are more successful. When the whole scene is over taken by them it starts to get a little too busy. Examples.... TOO MUCH Could be a case of less is more.…
The method I use when mirroring, which to me is a little simpler than the other suggestions, is in the Hierarchy panel, turn on 'Affect Pivot Only' then just type in the value in the transformation boxes on whichever axis you're mirroring on. If you're working to the world origin then obviously just slap a 0 in there. You…
Really lovely execution... I have some critiques though.. I feel your scene has a lot of conflicting factors in scales... parts of the scene make the environment feel at a good scale but quite a few other elements make it feel really small... some elements which actually leave you scratching your head as to what kind of…
Nice! I like the color palette. You might want to separate out the large tiled textures, like the brick, into its own dedicated sheet texture, so you can reduce tiling artifacts. You could also add a second wall texture and mix it with the brick (using vertex color or noise) to reduce repetition. The columns have a bit of…
I’ll be sticking to the fighting game genre, drawing from
Battle Arena Toshinden 2. Toshinden and Toshinden 2 were some of the first 3d
fighting games I remember playing and enjoying…and especially liked seeing all
the character illustrations in magazines, with Tracy being the standout. image source:…
Hey, good start! A few notes: Concept is on the cartoony side, asset appears to go in a more realistic looking direction. If that's the goal, I would also consult additional real world references to push the believability. If you want it to go in a cartoony direction, I would pull references from games with similar styles…
Looking at the Assassins Creed Unity art, there is a floor piece by Vicent Derozier which captured my attention: https://vincentderozier.artstation.com/portfolio/here-are-all-the-modules-i-have-done-for-the-fencing-room-in-the-cafe-theater-i-was-here-responsable-of-the-assets-modularity-and-visuals…
@Ewan Nice to learn what scale you extracted from the concept :+1: I think it's a bit of a balancing act between capturing the feel of the concept and having a good play space. I suppose if one wanted to keep the concepts feel of verticality, the pillars could be made taller so the room proportions are preserved. Here is…