looks cool so far! what I would suggest is to decide on a light source, and paint the model accordingly! that way, you can turn the forms in space with the texture really nicely, for example the shoulder armors could look like they are being lit from above, and you could feel their roundness. Also with the face, try and…
Looks ace, mate! But for my taste she is a bit to pale right now. I bet you could give her a little tan:) If you'll decide to adjust the skin I think all the other stuff will follow along toward the more saturated look, which would be kinda nice, I think. You could also turn the shadows on her skin more towards reds to…
cool work, your art test turned out pretty good man. one thing I noticed with your work is the inconsistent use of tris, for example on the dumpster its nearly 2k tris but i cant see where they are....the wheels are nice and round but the top which has the larges silhouette is like 5 sided.... same for the arch with the…
Hal - I definitely want to fix this blobby look. I have lighting questions! :P How might you recommend I go about adding additional light to the robotic arms? I want to make sure that all of the lights in the scene seem to be coming from a definitive source, what should this light source be? Should I model and texture and…
Hey guys im having a few problems with my Normal maps in UDK the light seems to be wrong here are the 2 different models with one normal right way up and the other with the normals reversed: Normal Reversed Normals As you can see the lighting is completely wrong instead of illuminating the right areas its adding light to…
There wasn't anything automatic about interior lighting in Ce2. It was simple Ambient Lighting. So you can do in CE3. But for more complext interior scenes yes you have to setup Lighting Volumes and Portals or they will look unnaturally lit. Here Crysis 2 [ame=" https://www.youtube.com/watch?v=9vXQjkWRthk"]Crysis 2 Night -…
Your garage environment is a reasonable first
effort for a self-taught artist. There are a variety of different
considerations to make when presenting your work, but when showcasing an
environment, lighting and composition are very important. Most artists will
acknowledge that reference gathering is a crucial first step to…
I would probably use a trims texture to do this prop with a tiled map. Here's a quick cutup of you map for an example. It's mostly strips of different surface types that tile horizontally. good for something like this with a lot of long thin pieces of geo. You will probably want to make a dummy grid texture for unwrapping…
Dang, great to see all these awesome takes on this model. Joe, your's is so typically your style, but I can see a huge improvement in your handling of the lighting and colors. Stoof, I like what you did with the beardage. I think the shading you did on the rest of it might be a bit too narrow in the value range, as its…
What is this windscreen you speak of? And a telegrap pole? Your story reminded me of a different accident that I was ALMOST in. I was approaching a light to make a left turn, but for some reason was in a daze, and not paying attention to the light. So I was going really slow rather than up to speed so that I could catch…