Hey everyone. I'm the project director and level designer for a mod for the Source engine being developed. The name is Dead Regiment and right now I'm looking to add a couple of modelers to the crew. The mod is a quasi-realistic military game with a flair. Here's an excerpt from the design document: "Art Direction…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…
This. As for tips, I say bring some of the contrast back in terms of lighting. Right now you have a lot of just scene based illumination, meaning nothing really has a shadow, and everything feels pretty flat. Add a focal point or two with spotlights or omni lights, bring some darker corners back, and just reduce the…
Hi! Congrats on finishing the project :+1: Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background…
hmm I suspect it's not going to be as simple as that. What do you want the script to do exactly? I might be able to have a look for you to see what the nicest approach would be. Edit: Actually since you know that "maintainActiveChangeSelectMode" is going to get called when you do the right "click > object mode" thing, you…
Yeah, I was confused by the UK date as well... Still looking forward to seeing this on a big screen, despite the fact that (apparently) the story isn't all that great. I love how the scenes had lighting painted in by the concept artists before the 3d lighting was done, it really shows in what I've seen so far.
Hi, @rafiii looking great! really like the vibes with the ivy and how the plaster peels from the walls. also the lighting is very interesting and really ups the mood. keep it up :) @Badgoing your's looking really solid too! materials already looking great. lighting also looks really nice. For myself and the hard surface…
This is a pretty cool scene, I like the premise of it. I have to disagree about the lighting being good though. I think the lighting is creating focal points all over the place and not really helping to tell the story of the scene. I would lower the brightness on the secondary light sources (window with silhouettes,…
Hi everyone, Made a scene from 3 props for my portfolio and decided to post it here first, maybe some more experienced guys give an advice how to improve it :smile: I have used to go hunting with my dad when I was a child and we had that old house literally in the middle of the forest with this kind of a kitchen set -…
Sorry for being difficult. You are right, 3do render engine does give different results it's a bit of an odd duck. I can match a lot of other renders a lot closer. Including Modo (software render), Substance, Marmoset and Cryengine can all be matched very close with the same set of output images from Substance Designer or…