Started working on this project this month. Gonna post here to keep track of things. Looking for crits/comments, be as harsh as you want to be! Final goal : Optimized Game Ready model, Previewing in Unreal Engine. Concept art by Terry Wei https://www.artstation.com/artwork/be6Ek https://www.artstation.com/weilai First WIP…
Hey out there, So I've been trying to replicate these wings for the final part of my project in UDK, and I keep running into walls. Here's the video for reference. The wings appear at roughly 12-13 seconds in. [ame=" https://www.youtube.com/watch?v=TZ3tgQc_t78"]Xenogears FMV - Weltalls Transformation - 13/25 -…
Sorry if this sounds weird but I'll phrase it the best I can. As an artist, I'm obsessed with wanting to create art that is photorealistic. By photorealistic, I mean every pixel actually looks like it came from a photograph of the same source instead of it being "fake photorealistic". I hoard references I can find that can…
I'm doing some simple shading tests in Photoshop and am noticing a problem. If I lay down a dark color (close to, but not completley black) and mix it with white strokes, then alt+eyedrop to get the mid-shade, when I paint using it the color that comes out will always appear lighter then the mid-shade I used the eye…
Yeah I would watch the color of your sun, depending on the time of day, the sun color is actually more of a white or a pure white if its a summer day near noon. If it isnt white, its a very very slight tinge of orange/yellow. Let the bounce light of your warm materials create the warmness on your surfaces. This will create…
Lighting breakdowns This write-up looks at how some of the fundamentals of photographic composition can be applied to render setups for presenting real-time assets. Since each render engine is slightly different this is less of a deep dive into the technical nuances of how things work and more of a broad overview of how to…
Yea. @Benvox2 I can put up a ref board when I'm at the computer :) I will be using the foliage painter yea but I'm using a dynamic light as my main light just now so I'm not using lightness with my grass and the cactus has a slight subsurface yea :)
So basically I've started making a level in source and im getting all sorts of weird shading on my static meshes. These props are really simple, have only 2 textures, (normals and diffuse), and the collisions are just boxes. I suspect that it has something to do with the normal map, but I'm not sure. The last image here…
Thank you. Yes windows and balconys would be a great addition. But I think it would a slight problem to add them to the interior right now. The walls that would look good with windows are in the directions of nothingness. While I would love to add some extra landscape surrounding the map, I don't feel i have the time to do…
I think I worked out the problem I've been having. After much brain-wracking and frustration. Partly it's that I don't need to try so hard to make "planar" mean "flat planes"; volume is fine. The other part....Hmm, I think something maybe just clicked in how I'm supposed to look at the reference. Also, I paid proper…