Hey! I'd love to give some critique. The cave entrance looks like you've built it with meshes which were meant to be boulders. It's kind of a weird collision of round rocks, and it doesn't look too natural. I would rather see some writing on the sign, or cute food drawings, than a few wavy lines (artistic difference…
Wow, Thanks for all the love guys. @Der Hollander: I cheated on a lot of the rigging, just because in every pic I see, there is just a mass of ropes and you can't really tell what the heck is happening. I went light on the rigging just so I didn't go crazy, but I might have to reevaluate it if the end effect doesn't seem…
What are the stats on your character? (tri count specifically) What size texture maps are you using? (guessing from the texture sheets 512x512 head, and 1024x1024 body) Personally, I would create the textures off photo references if I were you, unless you are going for a cartoon style. Some people think its like cheating…
Welcome. Along with what MoP has suggested, If it's for an in game character, I tend to 'imagine' a light source very much like she has. Which is somewhat above and in front of the face, with soft edge shadows. Once you've figured out where the light source is, you can paint in subtle form such as cheekbones etc. I aspire…
Thanks for the comparison images, guys. That's really helpful - and cool looking models too! Adding a check box to choose which way the channels should go is very easy. Yes, I will add that to all my shaders. It's a handy feature - especially for a shader that's being used by several different companies. Solving the sharp…
I think your on the right path with the lighitng, but I agree it's too dark in spots. I'd turn up your lights a hair as well as your ambient light. I wouldn't worry about a window or any other light source, you got it right, any more light sources are going to be too much, you just need to spend more time tuning what you…
Hey Polycount Peeps I´m pretty new here so I´ll start by introducing myself with my latest work, I´m a Digital FIlm Design Student ~ 4th Semester from Germany. I started working on this project a couple of weeks ago, our task was to model, texture and light a streetscene in day and night with vray. Since i always wanted to…
I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
No crit yet so I figured I'd get the ball rolling. 1. Your material definition isn't quite there yet. Check out stickgunner (https://www.flickr.com/photos/stickgunner/). Study all of his weapon photos. Everything that is worn metal is flat right now when there should be some spec highlights popping in some places. 2. I see…
How is light getting into that cabinet? If you look at the shelves, you can see a strong sense of light bouncing off of it, but it seems to be different to the scene itself. I like the left side a lot because you have that strong sense of contrast, while on the right side, you kinda lose it. You should rough up the…