Lookin boss so far only thing that is buggin me is right now it feels like the board might blend in a bit to much with the environment, but you could probably pop it out again with some good rim lighting I guess.
I already used up my Toolbag trial quite a while ago and unfortunatly my budget is kinda tight right now, else I would definitly go for it. But I think I'll try your lighting suggestion in UE4.
I think it looks very nice as well. It might just be a matter of adjusting your lighting to get those cheekbones to pop. Right now some of his features seem a bit soft, but I'm only comparing with the reference in the post above
Your scale, modeling and texturing are good. I would explore lighting options now, lighting is definitely the most "bland" thing about this scene and spicing it up could really help it come to life. What I mean by bland is that all your lights are a white, neutral color, and the lighting is pretty even. You need more…
I agree that the composition could be tighter. Regarding your light. It lacks contrast and directionality. You have some kind of light source coming from the lower left quadrant that is almost as bright as the desk light hitting the little paper guy. Your key light (the desk lamp) is not much brighter than the fill light.…
Looking good. I like the darker look of the wood in the scene renders. If you're still tweaking the textures here are a few things you might try out: The posted diffuse has all of the wood elements at pretty much the same hue and value. You might try varying between elmentes to get more contrast in the piece. Say lighter…
Rhinokey - is a tuff call... but i reckon it's gonna be macho man randy savage... it's the hips :poly121: Tortilla - good start... get the arms sorted- feel your elbow and add it! Then add a head. If base mesh for sculpt = make squared off topolgy - dont worry too much about it all now, get in to the scuplting app as is…
OH man, a thousand apologizes I just noticed your message. I was going to add those rust and scuffs that are in the reference image as decals. That way I could have stronger control, resolution flexibility while maintaining a lower vert count. I just noticed the blur you mentioned that might be from the camera I have…
Is the ground covered in snow or is that supposed to be ash? There's a lot of inconsistencies with the scene right now. texel density is widely different between assets. The road shoulders have very low resolution, then the road surface is very low res compared to the cement barrier and barrel. Some texture unification…
Beardsley: Thanks! Can you be more specific on likes and dislikes if possible? That would help Snader: If it takes me till 2015, I should just build them for real! :D I've recently put them in the same file recently to match their proportions to each other and the scene. Though as bad as my eyes are apparently, I can't say…