It's not that your sculpting is bad or anything. It's just that you're sculpting your idea of what bricks are rather than the bricks/slabs you see in the miniature. Look at their shape, how they vary. Try to replicate what you see, not what you think you see. Some of those slabs are nearly round, at least on the x/y plane.…
Hello again! This one will be a little shorter than my previous posts, since I've hit a stage of polishing geometry, populating the scene and post-processing. As I said in the last post, I wanted to get across a co-existence of ancient architecture and near-future tech, which is what Overwatch does incredibly well in…
I still think a bug report could've gone a different way, as other developers could've looked at it (and they would have more stock to persuade the lead). It's part of the PNG specification to be able to set colors on fully transparent pixels, so all of that background should be colored as you want it, period. This…
Ok! so the sculpt is finally complete and I created a few feature shots for the miniature. Edited the render in PS to add the motion blur to the body. I added the different props and detailed the finishing touches. You will see the base with pavement is added. I tried to mimic how Dota 2 pavements look inside of the game…
Im in the same boat as you (if I understood correctly). Ive done quite a bit of work in unity but Im not a coder, so I use an engine to showcase my stuff and further my understanding of what is needed to produce functioning assets. In unity you can pretty much adapt code to work with what you want. Unity is artist friendly…
The first thing is to try and find a orthographic view of the model you are going to be making. The past weeks I been able to find 1 for most http://vintagemike.files.wordpress.com/2013/09/photo8.jpg?w=645&h=863 You can set this one on the Side View is great for the front shape proportions Then once you have the front done…
Cheers! The Soviet forces are challenging to do as a skin set simply because it is nearly impossible to come up with any camouflage scheme that doesn't look at least a bit like one of Relic's own while staying within the bounds of the historical theme. Originally, my plan was to showcase various camouflage patterns used…
I agree here on a couple of notes but think it should be handled a different way. It was definitely more of a showcase of that one piece and it is a wonderful piece, however too much time is spent on the circling of the same scene and then so little time spent showing the maps of the elephant skull or something, i honestly…
The clay render looks better than the beauty I think, main reason being that you have a very high specularity for the wall/floor. Even if it is such a wet place for some reason you should tone it down and add variation to it with specular maps, big areas that have this wet feeling and others that don't. Other stuff: - the…
Hey guys first of thanks for the advice. i just wanted to clarify most of the texture work is unreal engine 4 starter content. The pictures above are basically representation materials on what's to come (which will be my own version off). I used unreal s just to add a colour scheme to the scene. The Frame hasn't been…