What may be throwing the eyes off is that the highlight is mirrored, creating conflicting light sources, or alight source that hovers 6 inches from his forehead
Some healthy material studies at some unhealthy hours. lol I wanna try and push for the moisture and dense look without it being too much, right now it is too much but man it's really hard to control without it looking weird, I want PBR! :( I did a pass on all textures, brought them up to a 186 ~ 200 mean, chromes are…
This is a brand new version, rebuilt from scratch. Everything is still WIP. I tried getting a little closer to the concept. Major things left to do are re-add the pipes, fix the glass shader(it's way too plain and unnoticeable), finish water particles, add a water-turbine-thing, and finish lighting. and dat POM…
Really like what you've got going here. Some suggestions - Cargopod, Maybe a company logo emblazoned on the sides? Look at containers, they very often have the logistics company name in big letters, why would the future be different? Doesn't have to be a name, could be a cool looking logo. Personally I'm not fond of the…
Shaheer Khawar – 3D Artist | Game-Ready Assets & Product Visualization | Blender / Unreal Engine Hey everyone 👋 I’m Shaheer, a 3D artist specializing in game-ready assets and high-quality product visualization. I focus on creating optimized, realistic 3D models with clean topology and strong attention to detail — from…
There's already a lot you can do in TB2 to simulate the conditions of UE4, Unity, and Dota. For example, it's pretty easy to simulate default lighting/shading conditions from Unity 5 in TB2. First and foremost, you should set your model's tangent space to Unity. EDIT: SEE BELOW POSTS ABOUT SPECULAR. Set your Reflectivity…
Hey Brent, Nice work with the scene, it's definitely coming along really well. There's a couple of critiques I'd like to put out for you that will hopefully improve the scene. - Chamfer the edges of the wall corners, there's a really sharp edge between a lot of them and it's kinda telling that it's still CG and you could…
That's what I've done in the past and it works pretty well. I guess you could try using Render to Texture but something tells me that'll be messy? Never really tried it that way before. It will probably pay off to render with some simple lights or close to 70% self illum, default viewport lighting will probably look wonky.…
Congrats on finishing the project, like the dramatic presentation :+1: Looking closer, I think the character is a bit stuck between styles in terms of execution. Particularly the hair sticks out against the rest, perhaps a hair-card or strand approach would be more fitting? The materials are currently a bit too…
Feedback - something like digital gloves between the fight night wording before repetition might've helped, it looks cluttered to me if nothing is added. i do not like the texturing on the serving bars top/bottom, idk what could be done, it could be the repetition, but the textures themself doesn't draw me to the bar. if i…