[IMG][/img] So...it's been a busy last few months. I didn't get to work on my scene nearly as much as I wanted to, and I ended up making a much more trimmed down version of what I originally intended. But after putting together this mini scene, I felt the full scene detracted too much from the church itself. So, I will…
Looks excellent. The quality of the texturing and modeling is great and they hold together well. To make this scene really great I'd put in some small scenes of human habitation. To tell a story of what the inhabitants did before you got there. for example: You could put in a small scene with some boxes or a shack, a…
Sweetangel0467: Thank you! Yeah, that's exactly what I'm planning to do! :) Elsir: Thanks man! peanut: Thanks! Depends on what you mean with "hard" I guess. Once you've set up all the exporter stuff it's pretty easy. And I think they made it easier in the way that your models get exported even if there are exporter errors…
Really lovely execution... I have some critiques though.. I feel your scene has a lot of conflicting factors in scales... parts of the scene make the environment feel at a good scale but quite a few other elements make it feel really small... some elements which actually leave you scratching your head as to what kind of…
Hey Taylor, Good start on the scene. I'm a big fan of this film and your thread makes me want to go back and re-watch it. I think you've done a good job with the scale, proportions and layout of the space. Overall color feels close, but will need some color correction when you get to the polish phase. @BIGTIMEMASTER is…
adam, Thank you...I wasn't even thinking about doing the occlusion pass, but I do know how to do it and I think your right on the money that this would bring out detail big time. Yeah I haven't sorted out how to approach the shadows...need to look at some nighttime reference and see how the moon casts shadows. Your right I…
I'm slowly chugging away at my blockout, decided to add onto what you didn't see in the concept. Probably going to use rubble to block areas you aren't supposed to see. Also, any UDK pros out there who can help me with this? I imported my scene, and added it as an Interpactor to get only dynamic shadows and lighting. For…
I think the individual props are great, the composition is probably fine but i'm not expert there, but the lighting is holding the scene back alot. I might expect the lights to be dimmed so the students can focus on the projection, then a bit of sunlight coming down from the holes in the ceiling where the trees go through.…
worked up this target weld script for blender... nothing fancy but it was hard for me to get it to work... import bpyclass Target_Weld(bpy.types.Operator): """Tooltip""" bl_idname = "object.target_weld_toggle" bl_label = "Target Weld Toggle" if bpy.data.scenes['Scene'].tool_settings.use_mesh_automerge == False: # checks if…
When I want to view the scene in game mode (hitting the play button) it moves the camera up to the top of one of the towers, which I believe is the beginning of some camera tracking. How can I disable this so that when I preview the scene in real time the in game view matches my scene view so I don't have to run around…