Hey man, looks really cool. I feel like you went a little over board with the edge mask damage. I'd also suggest adding a (very) slight bit of light blue emissive to the blade, to give it that magical glowing look you'd expect the sword to have. Lastly, your presentation is a bit weak. Just renders of the sword vertically…
Very nice! I like the model and the texturing. My only slight issue is the top image with the fireflies. I think your really nice model is slightly cheapened by them. It's quite distracting and doesn't look as believable as your character. It might be better to have him with a simple prop, or a much more concentrated…
Overall I think it looks good but visually there is a whole lot going on with those tattoos. It makes it hard for my eyes to rest as I can't find a focal point due to all the noise. Also, since tattoos are under the skin, they physically bump the skin out a little bit (whether or not you'd want a very slight bit of info in…
Rendering Baked GI in Unity 5 happens in two phases. The Precompute and the Bake. The Precompute phase happens with both Realtime GI and Baked GI, but the Bake phase only happens with Baked GI. The only way to see the complete render time is to open the Unity Editor log file and look for both the Bake time and the…
Might struggle with material blending and landscape in this. I did some research on Gaea, and it seems like the best option for making the overall landscape. For the ground around the trees and face, I made a simple cone mesh to better blend the elements together. Started messing around in SpeedTree to get a base mesh of…
Little progress with set dressing, grass texture and post processing. I almost done Decided to leave light realtime because I don't want to save time on uv mapping, and automatic lightmaps doesnt work well here
Bloom is definitely personal preference. Have some coworkers who enjoy more bloom, and I personally enjoy a very subtle bloom, so my opinion is to tone it back a bit. Where is the blue light coming from? Light sources is a common thing for people to overlook, but definitely a subconscious prop that helps sell a scene. Is…
I just got handed a new BRDF-like lighting option for our realtime shaders, wondering if anyone else has played with and/or studied BRDF, I'm wondering what other ways artists might be using it. I've been given three controls... X axis of the bitmap is for controlling the incidence that normals reflect light (bitmap left…
Its kind of a crude paint over, but I think it might help illustrate some points. I feel like the modeling and texture work on this is pretty solid. It might help to refine some things here and there, like the wooden drawers could use more grundge to help match the rest of the scene, but thats a knit pick. Id say the…
Feel free to add to this. I'd like to spread some awareness of the spectral properties of light because I think it'd help artists (and anyone who deals with lighting and materials really) to be aware of. I'm not an expert so please correct me if there's anything wrong or unclear, but hopefully you'll find this crashcourse…