This is by no means a comprehensive critique, but I'll give my first impressions. First off, your work looks pretty solid for the most part, I just think the presentation needs work. I didn't see the link to your website until the end of the reel, but what I (and probably a lot of other people here) would say is that…
@fearian Thanks! Yeah, now there is a setting for every light how much does it affect to the volumetric fog so I put it too hi :) Night and day both has their own fog, skylight and post process volumes that I turn on/off with sublevels. Night has much stronger volumetric fog intesity and directional light is rotated and…
I freaking love it! Keep rocking it. On a more animation-ey note, thera are stuff that could be better. Read up on the animation principles and check out meistre Keith Lango's small tutorial about moving holds (at some points he it's too robotic and spikes, kinda needs small holds). [ame="…
Not exactly right! They absolutely need specularity, since it's part of the BRDF equations which drive these shaders! It's the core of a "microfacet". Specular map is 100% must. RGB Specular map controls the f0 of the Fresnel term which controls the reflection intensity/Fresnel and color. The gloss map simply controls the…
@Obscura thanks, yeah I’m using static baked lighting. Definitely agree it’s lacking reflection. It might be that the roughness isn’t low enough on some of the metal so its lacking, or might need to tweak some of the light settings!
Talbot: Photometric lights have offered kelvin controls in Mental ray for a long time now, and making light emitting meshes is as simple as applying a material. so far as camera simulation goes i presume your referring to exposure control, MR offers mr photographic which mimics films reaction to light. gives fstop and iso…
Thanks, yup the light and the texturing is quite a challenge indeed :) I'm working on modeling more detailed assets right now, but I think that before moving to texturing, I'll need to setup the lighting more properly; otherwise it's going to be tricky to get the textures looking right in the scene :p
This looks awesome. Plenty of little details as well. I tried modelling a OTs-14 Groza awhile back which uses a similar frame and it was surprisingly hard getting the proportions and shape to look right on it, but you have done a really good job of it.
@wdcstudios: Yeah I agree with there needing to be something at the end of #2. Below I mentioned putting a ladder going into the floor as some kind of maintenance shaft. However I was thinking that might be in the foreground instead of the background. Although I might put a computer or work station of some sort with a lit…
Looking pretty good, great idea. My fear is that the chainmail will be messy in game. I was putting some on a character of mine about the same size and in game it's hardly readable. Just blurry. I think the biggest thing I notice is you could bump up the contrast. You need some really good highlights. And I can see the…