Think I'll have to side with @Shyralon on this one. Having to wait two months to catch the next Challenge would be a real bummer. Perhaps we just make an honest effort to pick scenes that can objectively be completed in 4 weeks. People are always free to spend longer on a scene outside of the "official" timeframe, of…
Hah! You're gameplay mechanics look like real fun, but I think you could improve the lighting of the scene. Everything is pretty evenly lit and seems kinda flat right now. You could set some accents through lights from windows or lamps, that would make the scene more pop.
Are you opening a fresh scene/canvas with a tool? I heard that saving via File (the new option to save everything in your scene in one click) in ZB4 can cause such problem. Also, do you have custom keys/UI? Messing around with the Polygroup functions can have some nasty effects.
Yep they switched ON Gamma/LUT by default in 2012 and it jacked up a lot of people. I forget about it because there is a work around to force it to default to off. With Gamma/LUT turned off save a blank scene as "maxstart.max" to the /3dsmax/scenes/ folder. That way it will load up each time max starts or you "reset".
Took a look at Zbrush and made this little axe, but having problems with baking good normal maps right now... Before that I tried to make a landscape for the scene, but I am not going to use it because..the scale is off, colors don't match the scene and many more things..but it still was a good learning experience to make…
Project Eternity isn't really a part of the "indie" scene, and inXile's recent stuff isn't really either. Eternity is Obsidian and that's a pretty established studio. InXile are also a fairly well established studio. Both are independent studios, sure, but then so is Epic Games. The new 'indie scene' isn't really defined…
Hi. I think your portfolio is quite good. But you should try lighting your scenes with fewer lights. The indirect lighting calculations in modern software is really good and many scenes look best when lit with an expertly placed single key light. It can pave the way for very expressive lighting.
I know I'm echoing what was said earlier, but trimming your scene down is probably the right move. Focus on making a really killer outdoor area. Also, thinking about your scene as a modular building kit will save you a lot time and let you focus more on creating quality assets.
if these colours are looking kinda sickly, they're really more placeholder until I've got further down the line and can experiment with the mood of the scene. My plan is to add pixel art detail/patterns to the scene underneath the colours, to add some (abstract) surface detail edit: testing- that changes the mood a bit…
Hey everyone. I do apologize for the absence. I had to put this scene on pause for awhile to really learn how to bring this to the next level. I'm still working on it but i wanted to update you all. I am also working on another scene simultaneously so it's taken me awhile to come back to this.