nice little feature that is due out next month. basically lets you control your lighting once you have your scene setup without the hassle of rendering a new scene each time. This is more for high end stuff, but it still nice for setting up lighting for character shots and etc.…
Hello how are you guys doing, this is my first time posting on polycount. I am currently a high school senior working on my college application portfolio. Here is my most recent render, a crashed wagon in a cave salvaged by an unknown civilization :) . All models are made in Maya from scratch, most textures are made in…
Hello, it's been many many years since I last posted here so i thought I'd give it another try. This project I just finished where I tried to actually use some materials I made in an actual scene and show how they can look in a scene. Hope you guys like them and if you have any questions of crit i'm happy to receive. Thx ,…
So this is my first real project and I think for the most part it looks decent. I feel like one of the things I could improve on is for sure lighting and making my scenes and my models look more "busy" if that makes sense. But overall what do you think and what tutorials/tips do you have?? also as a side note I was…
I'm learning to light a basic scene in Unreal and I'm getting some weird light glitches from directional lights. It's better visible when I remove lights one by one. Point light doesn't cause such glitches. Actually I made a scene with just one directional light and a cube and the glitches were still appearing. So it's…
Hey guys! This project was made throughout the year under the mentorship of Ryan Benno. The goals were to work with modular pieces, trim textures, tile textures and world align textures. This scene was inspired by my favorite movie Taxi Driver. More Shots and Video on my…
Concept: I want to achieve the crisp shadows from the fluorescent lights on the left, and get the dark shadows along the tracks. Would you even use a dominant directional light in an interior or just point lights? Or dominant point lights...? Edit: Or should I make the florescent lights an emisive material that light the…
Hey guys I need some critiques for this high school art project I am undertaking. First I made this concept, I know it could be better, but I am not the best digital painter tbh Current state of the scene: My goal is to take this concept I made, to a full and finished scene. Please any feed back you could give would be…
I am working on doing a small scene based on the Dead Space franchise. Although, my environment takes place underwater, where the Unitologists hold the last marker. There are two parts of the scene, one where you can look at the ocean, the dome where the city is,etc.The second part is just the end of the hallway. I'm…
This scene was originally created to test game environment creation within Modo, which ended up doubling as a school assignment as well :) . All the base textures are square and tilable. Later on I decided to make the Temple look more overgrown and abandoned. The ivy was created with this ivy generator. I went a bit crazy…