@Two Listen: You might be right about that inverted look. I'll be looking into that especially considering the direction I'm going with the update below. Having some sort of light catch there would be a good idea especially seeing as the spine swings out through there and up into the tail, it creates a little shelf…
The fog and lighting are really killing your scene right now. Mainly, I'm going off of the top image since its the closest to your ref. The fog makes everything look really muddy, and the general color of your scene just doesn't look good. Youve lost the bright, saturated look of the ref. I'm guessing your mainly using a…
Hm. So you've have the grass on top, with floating path geometry (red). You'd have grass->dirt texture on the side (yellow). And you'd have Path_End texture on the light blue? The only problem I can see with that is the path would have to end on a specific polygon (the path end on the left is different to the one on the…
Hi adam, neat scene the textures look pretty solid and the composition is neat. The glowy sign bugs me so I'm reiterating what ott said in image form; which one looks better? (go with the right one, please ) also your texture under the door looks like it is set to additive instead of modulate. In the right foreground the…
You've chosen a realistic style so you really ought to go back over it and make a significant upgrade to the detail level. While its fair enough that less is sometimes more, you have not chosen a 'less' style. Also, the big thing about normal maps is the fact that they can realistically fake more detail due to faking…
I like night the best. It has a nice contrast between the sky's lighting and the fire. By the way, do you have GI (global illumination) and AO (ambient occlusion) enabled in your Marmoset scene's renderer settings? If so. maybe turn up the brightness and occlusion strength respectively to give the lighting more oomph. If…
Man, I dig this piece! Cool concept and great outcome. I was looking at a couple things that are very minor that might give you a little extra punch, most of them are taste, so do what you will with the suggestions. I firstly thought your scene was lacking a bit of contrast. It was very mid-tone heavy, so I took it in PS…
I wonder if containers could work better? I've run into performance issues when I get a lot of containers in once scene but they would handle the instancing/updating a lot better. I agree with monster I think you're starting to dive into an area that not many people have to go, at least not around here. Most lighting in…
The BRAWL Tournament! We're kicking off a new contest here at Polycount - The BRAWL TOURNAMENT. Participants will be working from a HUGE list of existing 2D or 3D fighting games to come up with their own 3D reinterpretations of their favorite FIGHTERS or STAGES. Only the best of the best can enter in the BRAWL Tournament…
bfalwcon: thxs, yea I should maybe have a quick breakdown for the creation process :) kodde: thxs a bunch, youre right about adding a resume and linkedin link and getting a domain all these things dont take much time to do. I see what you mean with that comparaison I gotta work on that. slosh: thxs for the kind words, in…