sorry that was very bad crits on my part. the vegetation looks overall very flat, i think you should add more angled planes in amongst the regular stuff to give it more depth, layer a few planes with distance between them to get some nice shadows casting over the leaves. also some different angles in the normal map will…
Hey Mathes, you're right, for more detailed lighting a vray bake would be great. You'd still need the UDK bake next to that since that will automatically calculate the specular vectors, which is needed to get specular from lightsources without them being there. I might try to combine a vray bake with unreals vector…
Hi, this is going be a bit blunt.. If you're looking for a position as a environment artist, it's generally best to focus your folio to that. So I would take out your character art as it's quite weak. Your environments could use more work in general. Your work doesn't compare enough to what is being released right now for…
hey, @Wilex: lighting is nothing but the standart mid-day udk-preset, just turned the dominant-directional-light a little. I use rather high-res lightmaps to capture the details in the indirect lighting. You´re right, I definitely have to do something about the connection of the fountain to the wall. Right now just sticks…
Hahah I think that every light night sculpter knows that feel. Half asleep trying to do the last things and then just fail. Oh the fun xD Anyhow, I will! Right now I'm at work so I can't sculpt but meh. TONIGHT I'll try to finish it!
the texturing/wear looks freaking awesome but yeah something about the emissiveness of all those blue lights looks off to me, i would probably push the emissive of them more or add a slight bloom to them or something, they don't really look very 'glowy' right now
I baked the ambient occlusion and its ontop of everything in the photoshop layer on "overlay" mode so its kinda light but its there, ill adjsut the brightness/contrast a bit. and yeah the hexagon doesnt quite repeat right, i gotta fix that, or i might find a different shape.
@dlz Macros might be what you are looking for. They are easy to set up and you can tailor them to you specific needs. If you are familiar with actions in Photoshop, you already know 90% of is needed. Open the Macro panel Click "New Macro" Click No Set up Zbrush after your liking Finish by selecting "End Macro" (again in…
Took the files you sent me and did a quick mashup of how a gun fight between two robots might look, shopped in a quick sombrero. Series' cannon be damned. Just a quick mashup with a crappy photoshopped sombrero, lighting could obviously be better. Run with the idea if you want to dude.
if you're using a directx shader (i may have misunderstood but I think you might be?) the shader will have to be set to draw backfaces (not cull backfaces) either way EQ+sage are right, better to dupe+flip the geometry manually so the lighting will be nearer to correct. just my 2p worth.