I think I'm calling this done, would like to hear what everyone thinks. Added some particle smoke effects for the top vents, placed some heat wave cards by the lava, tweaked the lighting and post processing. C&C please and thank you.
Started my high poly models. I plan to use NDO2 to help with my normals creation. From tutorials I've reviewed, it is recommended that you do your hard edges in your 3d application, and then do the inner details with NDO2. Still a work in progress, C&C welcomed.
So I have a lead, and I need to throw together some props to add to my portfolio before I turn it in next week. I started work on Monday, and now it is Thursday; still need to do hi polys, textures, and throw it in UDK! It's poly crunch time... C&C welcomed! 8)
So here is a screenshot of what I think is currently my best scene in my portfolio. It's sort of an ode to the original Quake 1's first level, The Slipgate Complex, but modernized. It used to be much darker, but I've lightened it a bit. C&C is welcomed, thank you :) [IMG]http://www.scottlopez3d.com/slipgate…
New update! Adjusted the diffuse, desaturated the leaves a little and fixed the alpha map. Specular done too, the normal map is first pass. I need to lessen the noise on the pot, the photo ref shows a little more smoother then I thought. Also need to paint on the dead moss and remove a visible seem on the back of the pot.…
Hi acapulco, thanks for stopping by and for the great C&C! I don't find it harsh at all, this is the kind of stuff I need to hear so I am aware of what can be improved. I may revisit the scene and do some touch ups here and there, you definitely provided lots of great feedback on things I should work on when I do. Thanks…
Thank you yama. The concept comes from Blizzard, it's art for Diablo 3 (super excite!). But yes, that is definately how I feel about the roof in my model. I need to match the sillhouette more, and add that rope around it. This weekend I'll be putting some time into this piece, fixing the roof, adjusting some minor geometry…