Here is my C&C... (1) Looking at your level as a whole, it feels very noisy. It doesn't feel coherent as an environment. Their is nothing that implies it's the Willy Wonka Factory other than the Chocolate bars that has it's name on it. (1a) For example you have this fantasy-esque land at eye-level, but you have a…
1) You did not set the Y channel in the right direction when rendering the map. 2) Stretched/squashed UVs, not enough pixels to capture the detail, might need to show a picture of this to clarify the question. 3) Thats what a cage always is (a copy of the low res mesh that is deformed to have the light go the right…
Hello! I'm new here too, but i think you're doing it right so far :) I like the bright vibrant colors on the first one, but the second image looks too dark and grainy. Maybe some more dramatic lighting could help: Less sunlight, but instead light from underneath the alien? Could make for some dramatic shadows. What do you…
Here's my blockout. Not totally happy with some of the shapes, but the scale seems about right. My next step is to start working on the textures :) @Fnitrox I think your new lighting set up looks better, but the moss in the hot spot of the light almost seems overexposed a bit, but that might just be the texture. Also, try…
Thanks for the crits, people! I've desaturated the light a bit and brightened it some more. Right now I'm a bit concerned about the scale of everything, particularly the lamp in the background. It looks really small but compared to my character reference it is in proportion. Any ideas why it might look so small in the…
Specular Level = the brightness of the specular. Depending on the shader you could use a color map instead, both to control brightness and to colorize the specular. http://wiki.polycount.com/SpecularColorMap Specular Gloss = the width of the specular. A tight specular mimics a very smooth shiny surface, a wide specular…
Well the issue is i had darker version and the problem was you barely could see anything. I had to decide whether I want it be more dark and you can't really see anything, or over bright and make it brighter, but at least you can see what is going on. I will try to tune it down, but I'm not sure it will work well though. I…
We can't print this due to the amount of content that refers to games and other applications we do not have the rights for. The pages above where from an older build I just gave that 2 page spread to those who where in the livestream last night as a door buster gift so they might get some takeaway from visiting last night.…
Hi! This is a cute idea! Good job so far. Its not only the anti aliasing on the mats. It looks like the antialiasing is sharp anywhere there is a hard edge in the image. Like the wooden beam on the tpo left, the metal poles, and even the bannar and poles in th eback right. What do you think this image would look like at…
@zaha Thank you for the feedback, you are definitely right on the red, it wasn't that red in the concept either so I will tone it down. The lighting is totally provisional so it will change a lot also, I just threw in a couple of lights to render it. And yep that spotlight is too bright, I will probably take the emissive…