Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
Thanks Panda, Sorry, I'm terrible at understanding :) off hues as in slight subtle patches of colour changes? I'm just rendering using Marmo 3 with a 3 point light system and GI enabled.
that image is huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuge! some stuff: YOu dont need to use a bump map in addition to a normal map. Take your bump info, grayscale it (color bump? eh?), and use the nvidia filter on it. Select your blue channel on that layer, adjust levels - White values = 127, and set that layer to…
Hello friend Polycounters! I'm a young 3D Artist from Italy, trying to build a solid portfolio to land my first job as a 3D environment artist in the videogame industry. I would appreciate it a lot if you could stop by and give me your opinions on the project so far. I'd like to share with you a new environment I'm working…
Hi there! 👋 My name is Alizée Dubois, and I’m a 3D Artist with two years of professional experience creating environments and props for stylized video games on PC and consoles. I’ve had the opportunity to work on several titles, including "Sports Camp: A 35-Game Adventure" (Nintendo Switch) and "Puy Du Fou:The Quest for…
Small update: I moved a couple assets around and changed the lighting a little bit. I think the slight change has made the "messiness" look more natural. All C&C welcomed. Thanks.
Slight update with some extra foliage and other tweaks to the scene. A few props left in the camp area before i start playing with the lighting in the scene. Hopefully finishing this one before the end of next week :#
You could add a weak light to give the sign a bit more dominance in the scene. Just to make it a slight bit brighter. I would suggest brightening up the shadowy area a bit and darkening the background a bit.
Wow, the detail on the turbine is awesome, really nice work. The only thing that's bugging me is how white the light is coming from the turbine, would be nice to have a slight blue hint to compliment all of the orange in the scene.
You really captured the overall vibe of the scene really well. Only crit atm would be to some the emissive textures on those white blights lights. They're pretty overpowering atm. Loving everything else though.