well simply...Vray is awesome. I basicly just had anything that should be a light...be a light. Then turned on global illumination for bounce light. I did render out in passes , so I could adjust the GI vs. direct light as needed. But I didnt have any "fill lights" or anything like that. here are some examples of my light…
I hate to be a downer compared to what everyone else is saying here, but I feel that your lighting is killing this scene for me. Try to stay away from black, you have quite a bit of that going all over your scene. I'm not sure if I am right about this, but it looks like you're setting some of your meshes to self…
Yes, some more color variation will help. You should also work on the material definition of all your assets, it seems like the textures are there but I can't really see all those nice paintings you've done on the wall and so on. You could also add some more lights here and there to suggest some light-reflection on…
Decals would be ok to use for grime and whatnot. Your scene looks to be in the early stages, so its hard to give too much critique....I think you could do more work with the terrain splat map. The sand/rocks tiles quite a bit should be broken up with another texture. Also might want to use a different texture on the…
Looking great, You got some great flow going on in your paintings and fluid lines in those anatomical studies. :thumbup: I'm not Alex but here's what I usually do. It's a bit hard to see the composition if you start with soft brushes. I would start with hard brushes and for blending i would change opacity pretty often.…
Intersecting meshes are fine, you can easily save on tris this way, espeically in small nooks like that. Baking this way works just as well. In your example with the circle meeting the square, there will be a lip of normals, and a huge black spot inside in the AO. There are cases where you may need to do some cleanup in…
I'd say get some simple lighting PLUG http://blog.environmentartist.com/?p=205 in the scene. Not sure if this is going to be in Maya, UDK, CyEngine, etc. Jessica's point about the textures feeling flat is valid. But once you light it that might change things a good amount. One small gripe I noticed on the center floor…
Very nice. That initial shot is pretty interesting, I'm excited to see where this goes. I don't think the highlights are too bad. I guess they could be toned down a bit. The main thing that I noticed is that the SHADOW parts (the bottom/side "faces") of the bricks is too dark. It mostly shows in the partially lit shot you…
Hello Polycounters, I recently finished my first project in UDK. So far I am in love with UDK. I modeled, textured, and lid the scene. I also tweaked a bit the world properties. Do let me know if if there are any questions about the project. One thing I will definitely do on my next project is to go easy on the DOF. I will…
@carvuliero Thank you for the constructive in-depth criticism. But I find changing such big shapes a bit too late already, since I retopologized and detailed everything. I just wish that other polycounters would've come to give feedback ages ago, because this thread's been here for 4 good months already. I'll definitely…