Hi! I tried to push the atmosphere in this piece, however something bothers me. Also, I have concerns about the right shore - I'm not sure if I managed to push it from foreground into the distance successfully. So, any advice or critique and overpaints are welcome! Thanks for your attention and have a nice day!
Hi! Took a look at the files and at the lowpoly exported from Painter and wrote down some thoughts (some not on issue): I think big part of the issue your describing is that the difference of the curvatures between high and low of the gorget is too great - but the highpoly would be best improved as well (see below). Low…
Keep your chin up, the models look nice but I think the presentation is hurting them. (Theres no clear picture of the whole textured weapon/every image seems to have soft focus on it hiding the model and texture work, I'm talking about the blaster in particular) I would also probably use a 3-point lighting setup in your…
Awesome work! Great to see images of the stations in both day and night lighting. I know it can be challenge to make an environment work well in both night and day without having to changing around lighting drastically. It seems you mainly just left all the lights on at the stations, bright enough for night and not too…
We've been busy getting assets into UE4 and experimenting with the first stages of lighting that we're looking for. It would be nice to have a more diffuse light on the floor but as it hits the throne it might look more appropriate. We've been using a combination of zbrush and quixel to generate some nice normal maps and…
Very nice! I really like the rich lighting/ mood you chose. As to feedback, I think reducing the contrast/ adding some more fill light would help. I second what Tzur_H said about the candles. Right now its a bit too dark to see everything thats going on. It's hard to tell because its so dark, but it looks like your normals…
You might want to check out Marmoset Toolbag. It's a real-time renderer that comes with some really nice light environments, which make stuff look good. I mention it because right now the lighting for a lot of your asset renders is kinda meh. Also a lot of your images are tiiiny. Your environment video looks really nice,…
Hm, have an example of a "do" vs a "dont"? I might after this (or maybe during) try to make a simpler object to better understand the process. I did a test bake. I did the material ID bake. Set each piece to its own color in the material ID on the high and on the low so they matched. Then set a cage, reset it. And pushed…
cool project! the grassy areas look like they don't belong to the same environment. the tiling grass on the main surfaces is pretty neutral with very little implied lighting but the grass on your alpha planes has much darker value. those darker greens and oranges are not carries through in your tiling texture either. If…
I think your walls are too empty right now. Maybe add some peeling off effect to that wallpaper in some areas, with actual geometry, not just by texture. Maybe add some more variety in the ceiling texture as well. I also think (this may be just my personal preference) that your scene is too saturated. I think desaturating…