About the rendering, you need to up the reflection glossiness samples (or up the global AA samples/lower shading rate.) I don't find the rubber material all that convincing either, I think it could be a bit more specular. Very nice model anyhow.
Good job in the modeling and texturing side. One thing you shoudl really work on is the presentation itself. Your lighting isn't so good. You should play and experiment with better lighting options and GI (Global Illumination) respectively. A question: What render is this? Cheers!
Its looking nice man. One critique that's probably not what everyone thinks; I know you're going for a bright sci-fi scene but goddamn those lights are blindingly bright. maybe try reducing them bit and turn the global illumination up a touch
Yup, games are games. The rise of Mobile and smaller developers is a global phenomena, you can actually ship an OK game that isn't a record smashing blockbuster and sustain your studio without layoffs. This is why you see people leaving the AAA space for mobile & f2p.
if there's a theme you like and dont want to mess with WindowsBlinds or programs like it then give UXTheme patch a try. after running just put your desired theme(s) in the windows theme folder. now if i could only find a freeware global icon replacer
This theory kinda goes out the window when you start dealing with anything other than BSP surfaces. After a certain point, pixel density is meaningless and trying to arbitrarily enforce a global standard is a waste of time and energy. If it looks good and runs good, go with it.
Since it's UE3, I would imagine the global illumination/ color bleed look is being accomplished by the BEAST illumination plugin available to UE3 licensees. It does look amazing! Beautiful work, guys. Edit: Yeah, it's BEAST: http://www.illuminatelabs.com/gallery/mirror-s-edge
I think he might be referring to Scanline rendering? There was an issue like this when rendering AO with the skylight method. Turning off Global Super Sampling fixed it for some people. I'm not sure which AA settings inside MR could cause something like this =/
I would delete all the lights in the scene, place 1 point light, make sure use lightmass/global illumination is checked in world properties and in lighting settings. build lighting, if you post any more shots post them in lighting only mode.
Yeah that prerendered video is not the one I'm talking about, the real time game actually looks better than the movie. On closer inspection it does not look like they are using global illumination but ambient occlusion instead. http://media.pc.gamespy.com/media/735/735340/img_3595248.html