I struggle with this as well. You can pretty much work on a project forever if you let yourself. There is always something to rework/improve and things you can add to a project. A few things that I've started doing is keeping my projects small and trying to be as economical as possible. For example instead of thinking of…
The shadows definitely look better - but I feel they are reversed. I would think that the window frame shadow on the floor should be sharp, since it's the only one being cast by direct light, and all of the furniture shadows should be soft, since they are indirect. I know nothing about interior lighting for a scene light…
Mike: thanks a lot bro :) will try out perspective Johny: Yeah your definetly right about that, this is for a scene that I'm working on and the next sculpt I plan on doing for it is going to be much more complex I think, and actually I plan on putting a statue of a man on top of this piece so there are some complex objects…
Nice! I will watch this thoroughly when I get home. Also Sir. Ralusek, if you are starting your own series of tutorials on the blender 2.5 Alpha (which I have been thinking of downloading soon) I have a retarded question for you. Blender is far the finest 3d modeling engine and game engine all togather and the use of it is…
Okay so I've been playing around with composition and some quick ideas but I started feeling guilty about not showing actual work in progress on this scene so this is what I've got so far. I still haven't done a proper post-process pass, I have spent 0 minutes on lighting (haven't even changed the direction of the sun) ,…
@X-One: Thanks. And the lighting in the scenes are one of the reasons I removed 2 of them. It's all light baked crap I've done at work, but they're the only complete scenes I've done. So I'm left with props I've done at work that are of any quality at all. (I don't work at a game studio, so most things I do are behind the…
Level02B - Skull quick pass! Got the new skull into the scene, will plan to adjust more when I get the chance~ Character by Manouk Manoukian. I placed the skull into a blueprint class, I could have probably done this for the other levels that would have much better use of building prefabs this way but only learnt it this…
I would start even smaller than a diorama if you don't have much PBR experience or haven't yet made an asset that hits current gen standards. Maybe do a complex prop that isn't just a barrel or crate but still isn't going to be multiple textures so that you can have something interesting to look at that can still prove you…
Yes, what DashXero said. Another way (about the same thing just longer text) If you bake a normal map where uv shells are on top of each other you are gonna get inverted normals in your normal map. Easy fix is to have one "bake" scene that you only use for baking your normal maps. In this scene you can just move all your…
@Jessica Dinh: I will post a bunch of reference images when I get home from class, the images are mostly inspiration, I'm not really designing straight from a scene or background. @nathanbarrett Thanks dude! And I'll try not to repeat what the show did for this scene lol @zakhar2 Yeah, now that I look at it, it kinda does…