Hi Tim! The scene is looking cool, I like the elegant straightforwardness of it. Going by the older scene shots, I would say your diffuse is too bright. Even though you are going for a very white-colored rock surface, consider damping the brightness on your diffuse texture so that more subtlety in the lighting can show…
Hello everyone! I have put together an 'Interior Building Kit' for the Unreal Marketplace that is designed to make setting up interiors as fast as possible. I have roughly 800+ assets, and a number of blueprints that take advantage of many of these assets. Walls can be placed using a blueprint that automatically selects…
It did sort of slip my mind that you want this to be an animated splash screen. On that note, aiming for something more manageable is probably a good idea to get the hang of the process. I don't know anything about making that kind of stuff so I would take any crits I give with a grain of salt :) One thing I would consider…
I’m a freelance 3D artist specializing in: • Game-ready 3D assets (characters, props, environments, modular kits) • Stylized & semi-realistic workflows • Game mod development (including but not limited to Hytale / Minecraft-style environments & systems) • Live2D model creation & rigging I focus on clean topology, optimized…
An environment diorama of a bathroom I just finished. Modeled in Maya, textured in Substance 3D Painter, with the lighting and rendering done in Unreal. I was partially inspired by the game Stray for the overall color scheme, but I decided to go for a little more well lit space as lighting is something I've struggled with…
@throttlekittyyes I'm not using autosave. I'm deleting history fairly often. I'm using an addon called crease + for creasing, booleans, etc. I delete history after each boolean operation though. It crashed a ton before I installed the addon though so I doubt it's the script. I'm also usually modeling with mirror x and…
-Eyes are too big and I believe it is what is making it hard for you to make any progress. -One guideline for spacing the eyes is that the head should be able to fit approximately five eyeballs across its widest part (parietal ridge ish area just google widest part of the head or head top view) and your eyes should have a…
Greetings Polycount! I'm the leader of a small group of indie developers (Real Frame Interactive), working on a MMO FPS called Elite Squad, that is currently in development. And we currently looking for an Environment Artist, to help in the project. We are using the unity3d engine. We have a good fan base, and the game is…
I made it to the second bit of dw3 but getting violently teabagged by Bulgarov made me sad enough to not bother doing the main comp for 4. Good times ..
If you're going for a similar mood to your reference, I think what really sells it in the concept are a few things: The "herd" of machines (as opposed to just a single one in your scene), and the snow/slightly blue lighting contributing to the austere feeling. Also, the "legs" of your machine feel a bit less sturdy than…