|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
New Member
![]() 10
- 0
|
Ze Kampfmesser 2000
I began working on this knife a few years ago but lost the files thanks to a faulty hard drive, today I managed to recover them and finally got around to giving it some much needed love! It was originally made for the source engine, thus the low specs
![]() ![]() ![]() Crits of any kind are welcome and appreciated, Thanks! Last edited by Adam Maimon; 02-01-2012 at 11:37 AM. |
|
|
|
|
|
#2 (permalink) |
|
Forum Leader
|
Nice work! Some better lighting would give it much more appeal, but the materials still look really good.
__________________
My Portfolio - Looking for Work Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
|
|
|
|
|
|
#4 (permalink) |
|
Forum Leader
|
Lighting takes practice, but it can make or break an asset. It's def worth the time playing around with your software's lighting settings to get a better hang of what you can do.
Above all, all assets (for portfolio display) should at least have a basic 3-point lighting setup. I usually add a fourth light source strictly for a rimlight, and use contrasting colors for the key and fill lights to add a bit of flavor. Keep the colors subtle. Hope this helps ![]()
__________________
My Portfolio - Looking for Work Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
|
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |