mhmhmhmmhmhmh the render looks very flat to me, might want to tone down the ambient a bit? also the streetlight should function more as an accent, rather then the main light source, as its a pointlight thats very close to the scene. the mainlight usually works best with a directional light, that is comming from somewhere…
Thanks for feedback, I will try my best to get these changes incorporated in time, however obviously the priority at the moment is finishing off the scene itself and getting Tim's character in and looking good. In regards to reflections/gloss specifically, a lot of it is to do with the lighting setup in those shots…
I wish you could have some flat parts to rest the eye. Even on the long nose were its typically a resting area, just seems like you have arbitrary color changes from white to black to gold, its just hard to rest my eyes on this piece because of the amount of detail going on in terms of color changes. The high poly looks…
You are right, sometimes when you've spent so long staring at something (and it's like 3am) you can't see what looks good anymore. This is our submission:
Thanks for pointing that out Geno, the issue was because we didn't consider that we may want to turn off self shadow on the beard when separating out the capture obj's for the character. I've done a lighting tweak which should hopefully look better for you. Thanks Mike! Now if you'll excuse me, it's time for a tipple (or…
hey, looks pretty sweet. i have some concerns though. first of all there are a lot of high gloss highlights in here, especially the guns are pretty hard to read because of that. second all of the wear and tear is spread out pretty evenly. i think it would look better if it would fade out from front to back, since when you…