Thanks for the replies :) AnimeAngel: Cheers mate. duxun: Thanks duxun, some webs would be a great touch and I have thought about this before. Unfortunately, I don't know if I will manage to do them by the end of the weekend (I'm sending my PC home soon) so I might have to leave that until later on. Torrrtilla: Cheers!…
I might push things brighter on the sword near the top, cause if it's made of metal I feel like it'd be much lighter that close to the top down light. You've an area or two on the blade that seem to be brighter than the top despite being much lower down, this kind of throws me off a little and I think pumping up the…
yeah i probably wouldnt use that many direction lights. probably 3 or 4 tops, also you should make sure they each have quite a bit of difference in color and brightness, for example a bright warm color for the key light, low brightness cool color light(s) coming from the sides and a slightly brighter cool color coming from…
Wow it's me still trucking. Making a new thread because the other one might be a bit too daunting for anybody just seeing the project. I, of course, have a new design, making full use of the shader and rendering skills I've honed over the past one or two years. Some of the shots here are a bit outdated, using the old…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
The first thing that stands out to me is the colors are different. I would suggest picking colors directly from the reference, and filling your art with those. The next thing that I see is proportions. The reference face is shorter overall. One trick I like to use is to put the reference and the art right next to each…
Hi Polycount! For my final project this year I wanted to try a low poly style film in Unity and it was all going fine until today. I pulled the finalised model into Unity and applied the materials but this time the left eye is having some issues. It's a darker than the right despite having the same material and if I rotate…
My current plan is to release the whole thing after I'm done with it for other artists to check out :) . For the materials I'm pretty much doing just guesswork, whatever works for the scene. The wood is pretty simple, I might wanna do another pass on it to make it more interesting. Right now I just took the orb cracks…
Hey guys! I've been trying to switch over to Unreal after exclusively using Unity. Unfortunately, trying to get a modular level to work with lighting has been absolutely kicking my butt. I've followed the posts about creating multiple UV sets using the secondary one for lighting, and I'm not too concerned about the seam…
Do not put textured/painted reflections or interiors on the glass. Even in racing games. It just looks bad. They have no perspective to them as you move by, and this sticks out like a sore thumb. If there are closed blinds a few inches behind the window, those can be OK in texture. The slight error in perspective is not…