i'm not sure about that presentation style with overlapping renders, concepts and texture sheets. it feels very busy and all the elements are fighting each other to get viewer's attention. Especially considering that there's also all kinds of text on pics put in different places, in different sizes and sometimes different…
lokhorn: nice start. looks like the legs might be a bit short, but maybe that's just perspective. the hands look a bit small especially from the side. Kapoff: looks like the armor around the neck is to tight, and the transition from shoulder to neck looks a bit flat. Torch: nice one! Here's an update from me. the face…
i agree with erichWK about the composition - have a read of http://en.wikipedia.org/wiki/Rule_of_thirds and see if you can apply the principles to your image. also your background space is very dark and empty. i guess you dont want to distract from the ships in the foreground but you probably want a few stars at least to…
Really liking the latest update! I can't give you much advice on unreal materials, but I would try and get that specular down a bit in the hair and overall it needs to be broken up a lot. Like each hair strand should have a bit of spec, not like a solid specular highlight like that. With the way its reading right now, it…
Okay, I messed around with this a bit more today and I think it's coming together now. @lotet you were right, I had to darken him up using curves. I also gave his colors a higher contrast so he didn't get muted out by the curve adjustment. The gray background helped a lot too as it made me realize he was way too bright! As…
This. A lot. Always start with a good block out, and I usually go a step further and get a base light pass in as well right at the beginning. These things will definitely help you nail the mood and proportions of the concept. It might seem boring but it is something you need to get into the habit of doing. The asset list…
Yeah I agree with what you have said here. The lighting in your scene looks a bit flat and lacks the shadow depth from the film. I think it should be darker overall and the intensity of the beam should be increased. Maybe a post process volume over the whole area might help you get the blue/grey look right, as well as…
A polygon is one sided, it's face normals only point in one direction. When viewed from the "back" in a game engine you will see right through it. To counteract this you make a duplicate of the faces that need to be seen from both sides and flip their face normals. So you end up with two polygons occupying the same 3d…
Looking good so far, I can't help you out with the engine bit, but from an art standpoint it looks like you're moving right along in the style, and your block out looks like an interesting composition. The only thing I noticed, and this could be a lighting thing/personal preference but your normals for the wood grain feel…
- Redhonour Yes you are right! I totally agree it is the bright blue wall that is hurting the image! Now I start to regret about the fact that I did not post the image before the contest deadline to get your advice.. -89roach Over the weekend I went back to UDK and revisited some stuff: 1 Deleting some unnecessary grass…