I think it's pretty cool. Try to define one strong focal point for each shot, as the first one has many sources of light which makes it a bit busy (I would highlight the guitar). Also, the shadow appears too dark, try bringing more blue ambient through the windows. As for the assets, the overhang cloth seems to be pulled…
I have to agree with DireWolf, what suprised me when I started doing environment stuff at work was that you dont actually do a great deal of asset work. There is obviously times where assets are needed and you will do them, but you will most likely spend the majority of your time building environments and lighting them.…
Yeah, sorry i mean you made them too defined. If you have a look at my current thread (super chunky character pack) im actually doing something really similar right now. I am making a high poly sub-d model just so it is super clean, and baking it down to normal maps to make sure that it remains that clean. But you will…
The modeling is nice! But i'm not sure about the way her right arm is lifted. I believe the shoulder would raise more than this. Right now it feels like it's on the same level as the left one and that you just rotated the shoulder bone without influencing the clavicle. The arm by itself can't rotate more than 90degrees.…
OK, well here's the excerpt from the abstract: http://journals.cambridge.org/action/displayAbstract?fromPage=online&aid=9354310 So maybe the paper never uses the term "Oligarchy" per se, but it just pretty much defined as such right there in the abstract. (Usually these papers are filled with indisputable empirical data…
The problem with the latest Star Trek movies is they don't have the same philosophical underpinning of what came before and defined the IP. The new Star Trek is stripped of what made it special and original, it is now just another summer sequel sci-fi special effects block buster. It's not thoughtful, it's not idealistic,…
Some more progress for the day. Defined the materials on the model and added some wear and tear. Tomorrow the plan is to add some decals for some visual interest in certain areas as well complete some hand painting to break up some of the masking used with Ddo2. Project is due Sunday so I have to get it as complete as…
Reduce draw calls (this is a big one) If you have large alpha objects, try cut out areas and define alpha/no alpha if you can (such as a tree, the middle area can be no alpha, and the outer areas can be alpha) Possibly force a lower mipmap level to start with on low devices. Possibly have high/low lod meshes/environments.…
These are the first things that come to my head:- * A decent Bevel tool that make quads would be a really good edition, as the the addon only produces tris. Also it would be nice if we could get a recursive option for it too. * The 3d manipulator could do with an upgrade. Some handles to move geo. along it's normal would…
What I am also having troubles with is the terminology. I used Albedo on the thread title, but there is also discussion if this should be the term at all. Some still say diffuse, or base color like Allegorithmic. Also this confusion between roughness,smoothness,glossiness. I think there should be a common language defined…