I'm going to use this thread to post odd bits and pieces of work that I may or may not abandon after a while. I want to create a street scene in the approximate style of Tekkonkinkreet and the Street Fighter 4 games, Something very bright, brash etc, set in an indeterminate part of east Asia. I have reference photos for a…
Really nice work so far Bow, I feel the roses right now are a little too saturated in comparison to the rest of the scene so it currently feels like it doesn't quite belong there... I'd suggest dropping the saturation of them and also bringing down the fog intensity in the scene since that's currently the biggest factor in…
[EDIT/Most Recent Update]: Hey everyone, I've been a Polycount watcher for some time and I'd like to finally make my first post here. I'm working on a portfolio scene in UDK and I'd appreciate any feedback to help improve it. I based my scene off one of Maxime Desmettre's, or Max Island's, concepts from Prince of Persia…
Hey guys, I've been using UDK for awhile now but haven't made anything because I had a really hard time figuring out how to actually start a project and stay consistent with it. I recently watched some video tutorials from Mozi (Level Designer at Gearbox) who helped me grasp and understand a proper workflow when working on…
Hi there, I saw this and wondered whether you could make more of the narrative and composition in this scene & give it a bit more of a focal point at the moment my eye is drawn to the high contrast empty space in the middle of the image. A few thoughts - loaded pallete, but nothing has been painted? - loosing a lot of the…
Field scene rendered in Unreal Engine 5. The deers are from the Unreal Marketplace and the foliage from Megascans. The spaceship is modeled in Blender and textured with Substance Painter. It was my first time using it and had lots of fun, even if the textures aren't that visible in the final render.Hope you enjoy!
Hey everyone, I'm having a little trouble filling my scene with some ambient lighting. I'm using a skylight but the issue is it seems to totally blow out the lighting in the scene and coat everything in this weird blue hue even when I bring the intensity down to 0.1. The lighting is fine when just using a point light the…
Hi ~ I'm B.O.W. I am a UE4 art, i and my partners are making a survival horror game project. This project is based on UE4, and now we share a scene under test ... I used the ue4.16 volume fog to simulate lightning light. My Artstation https://www.artstation.com/artist/bowcn Previously published…
Hello there, I'm quite new to zbrush. I realized that my scene in zbrush (humanoid character) is quite large. This is giving me an issue that whenever I use the dynamesh even at the lowest value the mesh just gets too much heavy. Is there any way to get a lower polycount at dynamesh by maintaining the same scene size?…
I currently wish I had a camera so I could show my sketch. Anyway, I am currently wondering, should I finish the rest of the high poly models and then do low poly and bake or should I transfer what I currently have? I don't have a full plan on how many props will be added as I feel that a more cluttered office would…