Hey Bear, cool scene! I agree with what Rooster said about adding in some variety. Heres a couple images I found that might give you some ideas. As far as lighting goes. I think I prefer the first attempt. However, is both cases I think they are a bit extreme. try toning back the color a tad. In the second attempt, you…
Hey man, sorry it took me a bit. By middle scale details I mean what people are going to see right after their brain processes the silhouette. Human vision works from large to small shapes extracting info layer by layer if you will. If someone was trying to recognize your character in a crowd first they'd look for someone…
Hey guys I'm trying to replicate the emissive qualities of a light box sign, however, my attempts thus far haven't proven to be that successful. Here are some reference images to showcase what I'm attempting to replicate. Here is what I've tried thus far. 1. Emissive map. The glow seemed to oversaturate the base diffuse…
This is a model I've been working on for a little bit. Started with a stock Lee Enfield which I have since finished, so now it is onto the full auto conversion. Interesting gun, with some interesting shapes (a lot of circles cut into circles), and has been a fairly good challenge to model honestly. There's a lot going on…
I think you answered your own question. There's no real focal point right now. Logically, I reckon the morticians slab would be the focus but really that's up to you. I'd suggest maybe playing with your lights to draw the attention of the viewer to that particular area, using maybe the light coming in from the window to…
For the rendered shots, can you perhaps bump up the lighting settings? Right now the light that seems to be hitting them appears to just be a "fill" light and doesnt seem to have any sort of directionality. I think just increasing the strength of the light will help us see your details better. As far as critique, I believe…
Water tends to give off very diffuse filtered lighting, almost 'ambient' (even when casting light 'directly'), rather than the sort of effect you have there that's more associative with spot lights. If you want to add caustic higlights they need to be really large diffuse pools of light rather than sharp edged as they are…
Your assets are coming along good, i would also agree your lighting is hurting you right now. Once your meshes are all done go back and give some focus with lighting were you want us to look. Maybe push the amount of light coming from your glowing bits right now but a dominate light source is what you really need. I like…
Hey guys, I'm working on my final year project and I'm starting to work a bit on the lighting here and there. My main setup is a main directional light and skylight set to movable while every other point/spot light are set to static with some shadows disabled. Ive noticed that when baking the lighting whatever values i set…
CHECKING THE PBR TEXTURES WITH LIGHTING When I finished texturing in Substance Painter, I used Iray to render lighting back plates. This is important to see how the PBR textures hold up in different lighting environments because certain roughness and dielectric material values such as metals can look different in each…