Hello all. I'm finishing Character modeling project and I'm setting up my final renders in Arnold Maya. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far: https://www.artstation.com/artwork/xDRB1E
1. I think you can work on floors, it's just looking flat, you can use geometry with alpha. in concept a geometry placed over the basement. 2. you can use zbrush to make some damages on the pillars and bake it down.. 3. the tubelights on the both side is like floating. 4. As on other images, use lots of wires hanging…
just cloth, custom animation for weapon means custom animation for the entire hero (its just one animatable bone hierarchy) abd i dont want all that work for just a flag =] the problem is: i dont know if that is going to work nice, cloth is not easy to set... nice idea! i will also try with some volumes in the middle to…
Your ground stones are way too uniform and flat. Some actual Geo popping up and down will help sell it a bit more. Also, as others have said, the shadows are still off. They are too soft for how strong the lighting is at the end of the hallway and make it appear that the pillars are floating/not grounded. Getting better…
The boots are the weakest aspect of it right now, they lack that leather feel, and are strangely shaped. I would shorten them a bit, make them less flat, and move the 'flaps that are later connected by the strings' closer together. But to be honest, sandals or something like that would maybe fit better to the character.…
Hey you guys ! I started my first personnal project after a long time doing project only for work. I'm trying to use different tools that I never use at work (3D designer/3D character modeler). So I looked for a reference pic on the internet and found this one from Denis Loebner: And I thought that I could use some tools I…
@iammalte I've started using a lot of floating geo with height/displacement for smaller details, instead of modeling or sculpting them in to the HP. Essentially your workflow is similar, since you're also using height information on an evenly spaced high poly grid topo. Except I usually tend to get this kind of information…
hey man! I feel like your red stripes are a tad bit too evenly grunged up, and feel in a way like they are floating. Maybe some scratches within the paint and if you can pull it off, primer! Here's a decent example http://mayang.com/textures/Metal/images/Flat%20Metal%20Textures/metal_scratches_and_impacts_4131545.JPG And…
Thanks Jess! You're absolutely right about the rim lights. My reasoning was that they were blue because the clouds were blue, but, as you point out, the clouds are lit by the moon therefore all three should be the same color. I'll see about adding edge loops to the trees. Props for the floating islands! That's a good idea.…