Hey, Thought I'd give a quick update of my greybox and what assets I'm looking to add to the scene. I may do another breakdown of the materials / more advanced ideas that I would like to implement but for now this is what I currently have. I'm hoping to get this into engine with some basic lighting this week too. Things I…
Quick update, I've got some materials done (at least to a base level), over time I'll most likely change them to fit the environment more. Unfortunately I've got no fancy renders of them at the moment, they're just screenshots of Marmoset but it'll give you an idea of where I'm going (I'll do proper renders of them when…
i think its coming along rather well so far. i really like the floor texture so far, but i agree that the cracks are pretty rough and may need a bit of some "softening" to them. one of the things im digging the most is what you've done with the bricks along the walls and pillars. placing different size variations of brick…
Here's my suggestions for you: - Push the silhouette more. Right now he could just as well be nude with a cape as basically nothing is sticking out. I think you should exaggerate the trims of the boots and gloves. - Optimize the UV-layout. It looks like you're wasting a lot of space on the unwrap so try to pack it tighter.…
I think there are quite a few things that would need to be optimized if this was game art, since its not, we can all shut up, unless of course its effecting his render times which I bet its not =P Things to add to the list of optimization: Fence boards Hanging light sockets Cords going to and from the overhead lights…
Hey all! Just to reiterate about the much needed vertical compression - I noticed (and mockuped) earlier that there is a lot to be trimmed out, but I just checked the boards on a 1024*769 screen today and it's quite heavy to read - can only see 2 posts at once in a thread. In comparison the 'topic review' condensed layout…
Modelwise I´d say he needs to look more buff. He looks way too thin now. Texturewise he needs more interesting details. You could add a trim to the yellow part for example...stitches, borders and stuff to make it look more like a real outfit rather than plain colored pieces of whatever his clothes are made of. You have a…
Curves would be the best way to go for a good 'clean' look like in the pic. The artist may have created simulated hair first, then constructed the planes to best match it. But the stretching in the back around the ponytail suggests use of deformers to pull the planes around. Looking at the part in the hair gives me an…
I think that besides the smart move about the new license models, it is also a very good (and simple!!) way to get the engine out there. I heard the following so many times from people in the industry (not artists, more like higher level positions) : 1/ "Wait what are you talking about Unreal3 does not come with an…
Mop covered most of it - the renders for the most part are very washed out. Prune some old stuff. The first thing on your site is a huge "About Me" section. By all means have a short paragraph about yourself on the first page, but not a novel. You want to bobard them with a sexy image! Move the "About Me" section to a…