I didn't choose a very nice texture, but here's what the cave meshes look like when put together right now: My UV mapping is nice and seamless now thanks to the Triplanar projection, but of course it hasn't solved the abrupt lighting at the mesh seams. I want to achieve the same lighting effect as this guy: I know he is…
I think your materials need some work. The light is hitting all these different surfaces and they all have the same quality on them. Speaking of lights I think you should turn them down. The lights might also be your weakest model in the scene. They really dont even look like they belong. So to condense what i said.…
Strong caustics are usually the result of direct lighting filtering through the refraction from the water above. Meaning ideally you'd mask out the caustics in primary light shadowed areas. Yes there are caustics from secondary light (global illumination) but those usually aren't nearly as strong, unless the secondary…
I like what you have so far. Are you working from a concept? Right now, I think it's really bright. You have a lot of light sources and a really strong ambient light. Darken the overall light a little bit, so your blue and orange light sources really stand out. If you're going to add more light sources, I would definitely…
Firstly, thanks for the feedback - it's much appreciated! :) ladyknowles: I was initially going to make a sword in the stone kind of setting for the foliage scene but after creating all the assets and the lack of time I had after work, I decided to just leave it like that... I think I'll go back to the idea and add…
@Sir_Dillon - Might be worth it to do another lighting pass right now in your current set up, that way you can really play up some of the highlights and shadows as part of the considerations for your focus as you're coming to a close. @jpmiranda - Welcome to the forum, tall order to do in a few days, but I would say its…
The textures could use some work in unifying the piece, right now the models texturing seems a bit off with varying levels of clean/unclean. The wood on the barrel for instance, is very bright compared to the other materials. The white jugs also stick out due to their clean surface. I'm unsure of whether the props are…
Hi everyone. There is kind of a rant with the drawings of this post so here is the tl;dr version : I never finish my drawings and I really want to complete this one, I think it is the right place to show it and make it better. So here I am with a sketch that I drew during last night Overwatch Contenders (Rogue was quite…
Hey oscar, I think it's looking pretty good so far! I agree with the things you have in mind to add, yet I also feel there are some other things you can push that will get you to loving this piece. Here are a few suggestions: - You have some nice shapes in there, but they're not reading well enough right now.* You could…
Basically I work on a scene for a while. Open it up one day and the lighting is twice as bright. It blows out a character so much I can't see the wireframe. One solution offered is to create a new scene and reset, then merge in your broken scene. This is some sort of a fix. Is there a better way to deal with this? Seems to…