I like it, and props for doing the models yourself! Nothing major wrong with it at first sight, the rock formations look convincing and the distribution of foliage seems spot on for the most part, but perhaps you could play with a couple of different light situations, as midday and very little shadow are pretty difficult…
Hey, Thankyou for the comment! I am glad you liked the project! About the red nose, i tried to stay true to the concept that nico did! here is the concept I totally agree to your pointer about a fuzz map and fresnel! I was keen on doin that but I wanted to post this before we approached the holidays so I woulda missed the…
I like the earthy tones you had in the original... being wood and all I would expect it to be brown. A nice warm brown with metal accents would make it "pop" so to speak. Great start!
Thanks for sticking along, but feel free to take your time as well. It has improved between the chair and the table. You simply could have used a different texture resolution for the chair, but having two different chairs on one sheet is actually a good idea. It's hard to tell in case of the table itself because of the…
poopipe From what I see in the node Designer just makes copies scaled down images till 2x2 pix where it perform roughly same and upscale back . Instead of doing blur or Sobel like . But it's extremely hard to read and figure out form their math nodes really as if they specifically tried to make it cryptic vs Blender for…
whats up! this is an environment i modeled textured and rendered based off of a room from rainbow six extraction. i would have liked to add more detail but am still pretty happy with the outcome! any feedback or critiques is very welcome :)
Heh, that's funny. I was there when the deep graphics were written. In the early 2000s GPUs didn't have enough VRAM for baked normal maps, and didn't have enough zoomies to run more than 1 simple shader calculation per pixel. When you did see normal maps, it was only as tiny tileable detail normal maps that would help sell…
“Mountain Station: Journey Through the Peaks” is a cinematic environment inspired by remote high-altitude transit hubs. Built with a focus on realistic lighting, atmospheric depth, and detailed world-building, this scene captures the quiet mood of a mountain station surrounded by mist, cliffs, and cold air. The project was…