It's been a while since I've updated this thread. I've had a look at the lighting and reworked some the textures. I've tried to create a set of lights that are as realistic as I can get them. I've tried to kill off most of the red by switching up the textures, desaturating and modifying other lighting & postprocess…
that si pretty cool base u've got! The mesh modules are definitely great looking. My only concern were lighting colors. The blue-orange interior lighting looks beautiful but there is no lamps to explain this kind of colors. There is also a slight mismatch between exterior colors and light hitting the floor from windows.…
Hi guys. Loving your excellent render program and I cannot wait for Toolbag 3 to drop (I have some wishlist on what might be the new features) However, is there a way for me to get an identical look that I am having when I preview my working textures using Quixel 3Do. Most of the time I got the Albedo, Gloss, Spec values…
So i've got a little issue with a scene I'm working on. I've been putsing around learning simple kismet and matinee stuff to do something similar to the day/night cycle level that comes with udk. The main issue I'm having is this: I've got the sun rotating around, changing brightness and whatnot, and it looks and plays…
I tought I submited the jpg compressed version. I didn't. Sorry for that ! it's fixed now. In term of lighting I was thinking about boosting the light bounces rather than adding a third light source, but the question is open right now. The blue light comes from the light reflection on a planet in the background. Since I…
Hello friends and Polycounters! I'm currently working on a project where I am using Substance Designer + Painter and Maya + Arnold. Things have been going smoothly thus far, but I've been having some issues trying to get PBR materials to look right in Maya. Specifically I've been having issues with Roughness and…
hii thank you for your reply. I noticed that the scene has so much contrast with the neon light i totally see that. I definitely assumed that the neon light with bloom would be strong enough to light the scene but i guess not. Ill look into indirect lighting and ambient occlusion. Thank you so much!!! <3
Loads better already. What I would still improve: -your base grunge/dirt has some sort of very subtle diagonal streaking (top right to bottom left) going on. I'd remove that and just make subtle cloudy, noisey base dirt. -I can't really see your panel variations all that much -More placards!!! Also keep the consistent in…
Yeah feedback is great! The artist is a close friend of mine so I'll show him what you guys have said. This is one of the first character concepts Chris did for the game and he has since graduated from Emily Carr and is even better than when he drew her. You're right about the need to balance out the character, the arm is…