I began focusing on blocking out the scene as per cholden and ErichWK's comments. all the models are low poly now, mostly primatives, but I'm able to build them and move them into place much faster. Then I will check the scene in Unreal for scaling. Then I will go back and detail the models and finalize the geometry.
That light function is sexy! I always love small realistic movement in an environment. Have you thought about adding some wind into the scene as well to interact with the foliage? You could even set up a parameter collection within the scene so that the speed of the clouds is correlated to the speed of the wind on your…
Cheers man. Yeah I definitely like the idea of having a little scene with a shallow DOF. I'll see how it looks with the slime mold. Here's an idea for a flying bug. I wouldn't mind doing two or three little scenes from the same world, so long as the lazy doesn't kick in.
It's a really serviceable rock, but on its own probably a bit boring yeah. So essentially the same critique as what AlecMoody said for the tileable texture IMO, if you were to use it as part of a more interesting scene then that scene could certainly lead to a portfolio piece, but on its own it doesn't really stand out.
You made the scene already, the scene is what contains your objects, meshes, lights etc. I just realised that you are using Blender Internal, switch to Cycles and you probably get a different result already. And try some different light types as well. I don't know any tutorial for this.
That seems to be the crappiest way to do cut scenes, I know the benefit of using it as a loading screen is nice, but there's is always a break in graphically fidelity when a game uses that approach. Also I wouldn't say most games use that, they are often in-engine cut scenes that use items that you gave your characters.
This scene reminds me of Batman arkham games! Though I think you should make the bricks better. It feels like the bricks are just slapped on. I checked out your portfolio and I think you should have bigger and some more pictures who show throughout the whole scene!
You've nailed an atmosphere in this scene. Feels well put together and the beautiful fog just brings it all together. Really liking the detail in road material but there is just 1 thing bugging me and that's the road paint markings. They need some damage so they fit in with the scene as they stick out atm at least to me.
I am not sure why it does that. But I got an error while loading the scene "Errors have occured while reading..." but the scene loaded just fine after that. It knows to happen alot in Maya but yea I tried assigning the new material onto the black mesh and that seemed to fix the black issue.
Its starting to get there, I would say right now the trees look like theyve just been stuck into the scene, they dont give me much of an impression that they've really been growing there. Thats the biggest thing that sticks out to me that can really help the scene along. Hope that helps.