All of my "first works" are from uni. Heres my very first "complete" scene in 3d max; Here is my first scene in Maya; And... here is my very first complete character, complete with wannabe-spiderman pose! None of these are optimized for games of course. They don't even have proper UVs.
Personally I like the style, bloom and all, but I don't like the branches. Make the tree branches look like actual tree branches instead of large leaves and the scene will look very cool. Just have to make sure that anything else that goes in the scene adheres to that painted looking pastel style.
this is some really cool looking work, great job on the scene! just wondering have you considered adding decals to help add some wear to the scene? the only other thing I could think that could help is adding an ies profile to the light or a texture to add to the realism, otherwise it's really professional looking.
@Larry 16GB of RAM might be ok with very small scenes and 2K textures, but once you start authoring 4K textures or getting into larger and more complex scenes it will limit you. No one who is serious about high fidelity art should be limiting themselves to 16GB these days unless they're dead broke.
Hi Lennard, Material baking has not been tested extensively with Substance files, if you can send a description of the problem along with a copy of your scene and related assets to support@marmoset.co we will look into the issue. The easiest way to do this is to go to File -> Export -> Scene Bundle, and then zip up the…
Hey Cholden. Thanks for the help! I'll add those into my scene tonight. This will help me establish a better atmosphere :D I've been working on a rotunda style building that I will be adding to the scene as well. My texturing does need work [A LOT!], but I will try to get them higher quality and res.
I don't know if this is just me, but I'm not getting the sense of scale that the concept source has. It seems like a much smaller scene than what the concept depicts. even the castle in the left background looks massive and impressive in the concept, but the scene it seems like its maybe 3 floors? a small fort maybe?
Night Light :: Desert scene inspired by 5th Element and Dune. First try at an outdoor night scene. Wireframe :: Another render angle. I just did rough human shapes and then a cloth sim to make the characters. I want to go back and actually design characters when I have more time.
i love this. this looks really good! basically 2 scenes in one. with a little lighting and texture changes you can make a darker/horror scene as well. = ) Edit: yea i didnt read i just looked at the pretty pictures. now i know that thats what ur going for haha. sorry.
Hey Ricky, Here is a quick paintover with some lighting ideas that I think would be easy to implement. The easiest thing would probably be to add 2 different height fogs to your udk scene. Anyway its just a suggestion that I think would help the scene while still retaining all of the detailing.