Alright everyone, I won't be able to work on this scene much this week. So I spent some time today to quickly do some lighting and post effects work to help balance out my contrast, and shadows, along with taking some feedback provided by friends. While keeping with what PeterK suggested by bringing in more colors as well.…
Each of his feet seem to land at the same time. I would say delay each of them coming up. The head is movement is very linear. Make it move in curves like someone mentioned. For the jump, the anticipation is good, but I think you need more height. And delay his tail a little more too, give it some whip action. Also, he…
Hi been away for a while and thought it was time to start my next project. I am going to create a corridor based on Star Citizen Concept art attempting to use the decal workflow with tiling textures. Just the advanced greybox to show so far. Took extra time getting the shapes and modularity correct at this point to prevent…
It looking pretty cool so far. Ideas / thoughts: - Skylight is killing your materials quite a bit. Spec looks non-existent, normals don't pop, etc. Kill the skylight, use your dominant directional and lightmass for GI. Fog doesnt help here either. Fog tends to flatten out elements. Use the start distance, color (more…
I don't have that much time to read the whole thread so i apologize if it came up already, but decals and mesh decals they can really help add detail and break up tiling patterns. Unreal's mesh decals can be used to break up tiling and add detail. They aren't just for blood splatters and puddles...…
Okay so after the incident (I lost the computer that I worked with for this) and the long break, I decided to get back to this. Now I try to approach it completely differently. I'll use the solutions that I was doing researches for. Basically its exactly the Star Citizen ship workflow, because it works fine, I like the…
Awesome! looking forward to it! combining this with quad chamfered objects and vertex baked ao for additional dirt plus mesh decals should result in some nice fidelity for non-uniquely textured objects. Your current normal based solution looks great btw. Probably only works within a normalmap setup of within a single…