Tihihihi Buttres :D But seriously im not a huge fan of the first scene. The crossbow is great. A big nono for me is to have black background with really dark scenes. Makes it really hard to see anything. I like the layout of the page, simple and straight foreward.
Awesome. Of course the game looks awesome, but I really love seeing behind-the-scenes stuff and interviews with people from different studios. I think it would be cool to compile a thread here with links to all the different video interviews/behind-the-scenes stuff.
Like MoP said, you want to use Soft/Hard Edge command. For future refence, here's a hint. Since it works fine with a simplified object in a new scene then the problem is most likely in your specific scene rather than your instance of Maya.
Hi! I've got a few issues when it comes to sending points of interest to NPCs that are located in doorways. There seems to be an issue where, as a result of blocking off the navmesh (Single door doorways are too narrow for the regular navmesh no matter what settings I use, so I'm using smart links for all doorways for…
This is a timelapse Maya 3D rendering tutorial to show how to create Glass Bottle 3D Product Rendering, simulate lighting and scene setup with photo studio. Happy sharing. https://www.cgian.com/2021/05/3d-product-rendering-tutorial-with-photo-lighing-scene-setup.html
Thank you for bringing to my attention the blown out lighting and harsh shadows. I had noticed something was off in the screenshots, but I had become too attached to my work to see it clearly lol. I realize now that I may have been too accustomed to rendering close-up beauty shots, and that creating a larger environment…
I've made some changes to the setup and added a side table and record player to the scene, as well as a few other things while continuing to texture, the room still feels a bit empty, any suggestions of what I'm missing or could add to the scene would be appreciated
I've done some scenes that felt flat to me too, in my case I exagerated a bit on reflections to get more depth. The cabinets, for example, are very rough, if you bring the roughness value to around .3 it'll make them more "grounded" in the scene.
If you're talking about the perspective/camere angle then you should keep blocking out the scene as normal and play with various camera angles(position a camera in the scene) are you blocking out in a 3d package or with bsp brushes in UE? Will it be a playable level/cinematic or a still render?
This was just an idea of a Diner. First I wanted to build this scene. maybe i build exactly this Diner. to do it perfectly ;) Its my first Environment, so i dont really know how to build up the scene. should i model first the Diner ?