I've done some more updates.
How does it look?
Is this an employable level of work?
Should I make any changes?
I've done some more updates.
How does it look?
Is this an employable level of work?
Should I make any changes?
Quote from AlexMThe darks are too dark. I can barely see anything in the second shot. You probably need to up the global ambient level a bit so the shadows don't reach complete blackness.
Regarding the emissive texture red eye. You could put a small point light in front of it for some accompanying light so it doesn't look like a red circle floating in space.
Thanks. I'll up the ambient lighting. I'll try and add some lights, but I think, if had done it right, the emissive texture is supposed to illuminate the area around it. I'm not sure about this, but it's the impression I got from watching some Unity lighting tutorials. I think I've got some settings turned off that I want turned on. I'll look into it further. Lights might be a better option anyway.
Again, I don't really know, so anybody that knows one way or another, please let me know.
Thanks!
Here are a few updates:
First, the title page. Still needs some more work.
The face is supposed to have his mouth and eyes sewn shut and his nose and ears plugged. Is this clear?
Would this cover make you want to play my game?
.[Blocked Image: http://shealane.levelism.com/wp-content/uploads/2015/08/homunculusTitleScreenForWb.jpg]
Quote from AlexM1) Maybe take more shots at the level where the camera would be when in game
2) The cylindrical outer wall is really rough with it's constant repeating texture and lack of detail. I'm not sure if adding more detail is the way to go. It's probably better for you to use some fog so you can never see that wall (and thus eliminate it entirely). This actually goes for the scene as a whole. The lack of some fog/turbidity makes it hard to guage depth.
Is the first shot unlit?
Here are a couple of screen shots for where the camera would be in game, as you suggested. You are completely right the repeating brick texture is hideous, thanks. I added fog, like you said, and that along with the dark lighting helped a lot (I think). I'm also playing with some things, adding some ripples that are supposed to look like the ripples in brain tissue, not sure if it will work out, I'm open to any suggestions.
The guy with the red eyes and big hands is The Homunculus. I also added an emissive light texture to the walls to match The Homunculus' eyes.
[Blocked Image: http://shealane.levelism.com/wp-content/uploads/2013/04/theHubLit_001.jpg][Blocked Image: http://shealane.levelism.com/wp-content/uploads/2013/04/theHubLit_002.jpg]
So, how is the brick texture looking now? Any suggestions on how to improve it?
How's my lighting? Any feedback with regards to lighting, whether it's positive or negative, would be very helpful. I have a lot to learn with about lighting.
Any critiques? Please let me know!
Thanks!
Thanks for the help!
I just updated my portfolio. Any feedback would be great.
There are more updates to come!
Hello! I'm pretty new here.
Here's a project I'm working on called "The Homunculus". It's kind of a strange premiss, the game takes place inside a crazy person's psyche. You are the crazy person. The goal of is to get up the spiral staircase and out the door in the middle, while avoiding obstacles and The Homunculus (a monster tracking you). I'm making it in Unity. It's still a work in progress so there are lots of little flaws.
I'm learning about lighting now, so the lit scenes might not look the best.
I'm trying to incorporate imagery consistent with the premiss, using the Greek letter "psi", little men in straight jackets(the protagonist is in a straight jacket) in the floor and wall tiles as well as some sculptures alluding to insanity.
Any critiques or comments would be much appreciated!
Hello! I'm pretty new here. Here's a project I'm working on called "The Homunculus". It's kind of a strange premiss, the game takes place inside a crazy person's psyche. The goal of is to get up the spiral staircase and out the door in the middle, while avoiding obstacles and The Homunculus( a monster tracking you). I'm trying to incorporate imagery consistent with the premiss, using the Greek letter "psi", little men in straight jackets(the protagonist is in a straight jacket) in the floor and wall tiles as well as some sculptures alluding to insanity.
Any critiques or comments would be much appreciated!
Good point. I hadn't thought of that.
Yeah, I wasn't sure about that.
To be fair, it's not meant to be sexual and, in context, hopefully it seems less vulgar. It's a homunculus and the title character of a game I've been working on. A homunculus is used in neuroscience and psychology. From Wikipidia, "The homunculus is commonly used today in scientific disciplines such as psychology as a teaching or memory tool to describe the distorted scale model of a human drawn or sculpted to reflect the relative space human body parts occupy on the somatosensory cortex". The game is about a crazy guy trying to get away from his homunculus and sever his sensory tie with the real world... because he's crazy and can't handle the real world.
Given that sex is such a huge part of psychology and neuroscience, I seemed wrong not to give him a dick, and not to give him a big dick.
Looking at the things you can do in games these days(GTA comes to mind), is nudity an issue?
Is this too obscene?
Hello,
I'm in the process of overhauling my portfolio and I'm looking for any advoice I can get.
I've got updates coming within a week. Specifically, all the unfinished work in the 3d section will be updated with finished versions as well as some additional 3D work. Having just looked through some of the advice given for other portfolios, I can already see some changes I need to make, Hopefully, my abilities will be much better represented once my portfolio has been updated, but since I'm getting close, I'd like to get the dialogue started.
Any critiques, comments, or advice would be much appreciated!
Environment Artist, Character Artist, Concept Artist or any other artistic work available. Ideally 3D.