It's really time I get going with some personal work and update my portfolio, so... I see the above objectives as massive gaping holes in my skillset at the moment so I'm hoping to address this with this project. I'm looking forward to the architectural stuff too and hoping to learn a lot from it - I'll be referring to…
Looks like a great beginning! Designer is super powerful, it just takes some time to fully master the various nodes. Here are some tips for each material: 1. The normal map here looks quite intense, when you might want to use a combination of height and normal. Height for the big shapes, then normal to add smaller details.…
I really like the main tree texture work and the front door. A few things * I would accentuate the log frame on the top window and make the logs a bit bigger like the original * The ground texture is really distracting. The original ground texture is varied and expressive (grass is thin or missing where people walk a lot…
I've got some updates on this level :) . I've made the floor texture, and I've also modeled the high-poly grass, and baked it to some 2d images. The next step is to edit those images and make the planes with the grass. Anyway, here are some screenshots: @GabrielP: Thanks, I'll think about that, but when it will be covered…
Cool stuff. At the start, I'm a little unsure of what is happening. From f0-55. At f64, is he not expecting such a steep drop? Because he just seems to fall right off without some kind of struggle. F77 - the second bounce could be a little faster I think to vary it up more. Seems a little slow which is made worse by the…
@PixelSuit Hi thanks, from my research that I did in the area, the ruins were originally built from different types of sandstones, so I'm guessing it is just a colour variation of nature, currently unsure if I will incorporate it into my environment , but will make a nice break up of all the green. I did orginially plan to…
My main crit has to do with the moss -- it looks okay for moss on the ground, solid, but for patchy bits growing between cracks in stone i think it's way too green. 1. I think the moss is too constant between the rocks. It could be broken up a bit, i've never seen moss grow that evenly in *cracks* -- over whole surface,…
A lot of games are violent because the human mind is drawn to conflict and the easiest conflict there is to portray is violent conflict because we take pleasure in seeing it resolved. It doesn't require much of the viewer to fully grasp what the conflict is because the conflict is very literal. Other forms of conflict,…
Details: Well, first pass on all the props is finally done. Each of the two rendered shot's were done in Max, which won't be the rendering tool we use for the final frames but I wanted to do something to show them lit. The way the pictures are divided, is each picture contains all the props that were using the same texture…
I have made some heavy edits based on the feedback I recieved. I adjusted some of the materials, added various meshes as ground cover like rocks and bracnhes, added a lot more foliage to the scene, made edits to some meshes to look more damaged, and made some lighting adjustments. I tried to make it all look a little more…