Looking nice so far. Aside from fixing the face I think the pauldrons could be tilted a bit so they are less horizontal, and also check the proportion of the boarder of the pauldron to the interior form. Right now the boarder looks a little too small and might not read as well from a distance as the concept.
Yeah that was fun, I was very hammered by the end of the night, didn't realize I had six drinks, usually I stop at three. Cody and I ended up getting kicked out right after John left because they wanted to close the restaurant, man I feel like junk today.
I thought about it for a while and will be more straightforward: The presentation of your single assets is lacking. (The presentation of the square as a whole is nice but that won't matter depending on the role you are applying for.) The light seems pretty diffuse and washed out most of the time and is not suited to show…
There's a bunch of things here that I think you need to fix, even this early. - The proportions of your architecture are screwy right now. Unless you have a specific photo that you are working from, I'd recommend adding a thick entablature (horiztonal trim at the top) to the building on the right. Just google entablature…
Saving out a complete map will bake the scene lighting into the model, if no lights exists then the default viewport lighting is baked. If you don't have lights set up in the scene then you should. I think your errors might be coming from the UV layout and it might be using the wrong channel.
First of all, I love that prop, great job! I agree with the others about the wear. I feel it and the level of dirt, in this case the lack of it, is inconsistent. Some notes on what I'd expect to see on a jukebox this worn: My rule of thumb for grime: - It accumulates in corners, hard to reach crannies and under overhangs…
Hi Tim! The scene is looking cool, I like the elegant straightforwardness of it. Going by the older scene shots, I would say your diffuse is too bright. Even though you are going for a very white-colored rock surface, consider damping the brightness on your diffuse texture so that more subtlety in the lighting can show…
I guess as harsh as comments can be just for the sake you can still learn from them. Be open and take whatever you want from them. That's what polycount is about. Anyways..... my feedback to you. it seems you know the basics of 3D and your aim is more visual 3 media... but you still gots lot to learn on how to set up a…
Pretty sweet, especially for a weekend project! If you're going to take it further I'd recommend creating some sort of focal point by either lighting, a specific repetition in a key area, or maybe a little unique set piece model that fits into the current style. I dunno if it's just me but I feel like it might be a little…
You did a great job with the textures awesome work! I'm not sure if all of this is modeled or if this is all normal maps? Either way you did a great job building the scene. I like it all but the lighting specificily the lighting effects being cast on the floor. That effect should be defusly scattered all over, Kat talked…