Hey a great scene! Even though my graphics card can't run dx11, it still looks great. I was wondering. There are a few Interp Actors in the scene. What is the use of that, since they aren't moving? Also, everything is really highpoly. Is this all for vertex paiting?
SillentHill has a lot of detail in every scene. Most of the time they bump up the scenes with models i guess - in all its rotten glory . I would add some long gone "flowerboxes", glass (brocken window)on the floor and maybe a gorry wheelchair (hospitalgarden?). Textures are looging very good, could be right from the game -…
This is super useful thank you. I know this is a year old but in case people still stumble across this... @purehilarity 1.6 - 1.8 meters for an "average" human man size. Use this as a basis to make your world fit. Chuck a cube that is roughly the dimensions of a human man into your scene as a guide that way you can make…
So yeah I'm looking to make an illustration of a pretty complex scene,a bunch of guys(10+) charging in battle from the edges towards the center of the image, but I'm having a hard time trying to compose them dynamically and appealing. Any tips/tutorials you guys can point me to regarding this topic?Any help would be…
Hello everyone. Lately i've been working on this small industrial/sci-fi scene put together in UDK. I think most of it is done, but I might add some subtle smoke particles and lens flares. Anyway what do you guys think of this? Harsh critique appreciated :) More of this on my cghub page: http://lech-kopec.cghub.com/
the S in FLYNN'S looks way too polygonal. definitely put the nice smooth curves in there. the scene is looking pretty good, but it seems like the textures are all inconsistent with each other. some are too clean, others too grungy, some too low-res, some scaled too much, etc. id say the things that stick out the most to me…
The scene looks pretty cool! I love the materials and the unsaturated colour of it all. The pillar, which I've circled in blue, looks a bit soft and undetailed compared to everything around it. Also, (and I could be wrong about this) but I'm not sure this arch design would work. The legs of the arch would extend all the…
I think you are missing a lot of the colors and contrast from the concept in the scene at the moment. The roof has oranges and reds in it, the ground has browns and yellows, the siding is a lot brighter with some yellows in it. Your scene at the moment is only brown and green, with the exception of your yellow candle in…
here is an asset for a scene i'm trying to start. it's a piece of a huge turbine...to give some perspective..there is going to be a stair case about fifteen steps tall to get on top of this thing. but i'm a little stuck at this point. so i need some direction. first the pics the low poly will be optimized later. the…
Been a while since I've done much personal work, but a new laptop and new outlook has got me pushing polys at home again. Thought Id mix things up and start with a car. Something I have somehow never built before. Its part of a larger scene I have planned. Eventually everything will be setup as in-game assets for…