Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also! I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's…
wooooowwww digging this :) Loving the colours. Part of me digs the second last picture in your progression shot only because you have a bit more contrast in there which i think livens up the piece a bit more. One thing I always love seeing when there is a scene with a nice big open sky like that, is birds. Birds (or bats…
Really like that paintover Ben. Just to add to it a bit (maybe you can get some more ideas from this Justin) to also help break up the tiling on the back buildings (besides fixing the texture seams) maybe try adding some smaller windows. It looks like that area could be a stairwell. And for the building next to it (the…
With the scene it doesn't really feel like there is a focal point or something the player is being aimed towards, it just a big open space. You need something that draws the eye towards it and gives a clear indication that this is what you are supposed to be focusing on. The scene is all pretty much similar materials and…
While the breakdown shots definitely help give more insight into your process and linking it to say the artstation blog might be the best approach, the most you could do is have a clear demarcation between your presentation and process. This is a project worth looking at,…
At this time, i began researching methods of getting renders out of UDK as well as how to create a turntable. Using resources on eat3d.com, i taught myself how to create matinee's and animate a mesh using Kismet. After learning where the tiledshot command put all my renders, i went about rendering out numerous shots of my…
I don't quite understand the purpose of the scene Its composed of ridiculously high polygon models that would never work ingame from which you don't seem to know how to extract normalmaps properly for the ingame versions, giving the impression that you don't know the main purpose for normalmaps. Instead you grace them with…
Link to the project - https://www.artstation.com/artwork/GXJrkB?commentId=2737958 This is my diploma project. I performed all related tasks, from modeling to texturing, lighting, rendering, and compositing. I was inspired to create the scene after beating "The Witcher 3" game and by Kuba Wichnowski liked my course project.…
Hi there. This is a WIP project of mine, a winecellar in CryEngine3. This is my first scene I've made in which all objects/texturing is by myself. I've previously just been doing level art based on pre-existing objects in CryEngine2. I started it a few weeks ago as part of an assignment in school, and here's what I was…
Hello, Well , i'm doing an art test at the moment and I am forbidden of using any kind of "post production effects " for my final render ", I can only do and have the final render of the scene done in 3ds max. So I have some basic question about what a mobile game studio would be looking for as a "render for a real time…