Huge improvements! Nice work! Crits: We're looking at an alleyway from the street, normally city streets are lit. So adding some lights that filter in from "off camera" will help create the illusion that you are standing in the street. - The glow is a bit strong for my tastes, I personally feel the bloom effect is great in…
Now free on Fab New version available. Concept Art Shader 2 features better styles, easier usability, and is optimized for Unreal Engine 5. Contents: * Overview - What does the shader do * Initial Setup * Material Overview* Outline Material * Greyshade Material * Hatching Material * Ink Material * Paper Material * Toon…
Hey everyone! :) Starting a new environment project and aiming to raise the bar with a structured and methodical workflow. I’m putting extra focus on planning, modularity, and building a strong sense of vertical space and composition. This scene will be a large sci-fi courtyard / atrium inspired by elements of Halo…
Hello :DThis thread is one of my favourites and I'm just mucking around in Max right now with some of my own lowpoly stuff. I already have my viewport set up to render unfiltered but I am hoping others can help me with some specific questions about lighting/rendering in Max for lowpoly assets. What I want is to get shadows…
Hi everyone, we are looking for someone who can help us bring our game to players and shape how the project is presented and communicated. We are currently working on a mobile arcade game called Gary Getman. The core gameplay and direction are already defined — we are not redesigning the game. What we are looking for is…
I thought the intent of using an HDRI skybox was for ambient light + reflections. Still got to use regular lights in conjunction, right? like seen here: https://marmoset.co/posts/toolbag-3-lighting-presentation/
hmm. Well bloom and lensflare are artifacts of the optics being used to observe the scene, so they'd still be a thing depending on what you're looking through. :) Also, remember the visibility of a lightsource does diminish with distance, even without any blocking medium. The whole inverse square distance energy…
True! Maybe that would help... If I position a directional light towards the room, would it still light the wall? or do need to use two lights (one positioned towards the room and one towards the wall)? (don't have the ability to test things right now).
Good evening, I'm building a night scene in 3DS and I have a couple lighting questions. I'm using a skylight, spot lights for the spot lights and omni lights set for ambient only to light the area...I needed to make the floor transparent and duplicate the geometry to fake reflections, but now the floor is lighting funny…
Are you the same mooseboy from the Milkshape3D forums!? That avatar brings back memories-) There are many more tutorials out there with a lot more info and junk to learn I suggest you use my mini-tut to get you rollin' in the right direction then track down some of the more involved tuts later. 1) I picked a pallet with a…