What Obscura said, plus I'd suggest adding a dirt mask and plugging it into the opacity pin after a lerp node.
Your glass currently looks too uniform, but as for your reference, the dust and fingerprints are very apparent, and they help break up the…
What is it that you are studying? is it 3d? On what school? Because this seems better than all the student's portfolios i've seen and tbh, better than may veteran's portfolios as well
I'm studying Computer Science. Unfortunat…
holyyyy fuck that graph is insaaaane.
i'm almost sure you can simplify that a lot without losing any visual quality.
Yeah, it most certainly can be simplified, I used 24 parallax planes for demonstration purposes
Added snow patches and a few tweaks here and there, I think I'm calling it on this one
Thank you guys so much for the help, I really appreciate it.
I really enjoyed working on this and I think it got better since I posted the first image with t…
According to this, v141 is from vs 2017.
And this apparently solves the issue for 2015, since 2017 didn't work for you.
This basically happened because 2015 was installed after 2017, but the project was built with 2017.
You can also try to redownloa…
Hey guys, sorry for the late reply and thanks for all the feedback and interest
The ice is actually fairly reflective, the issue is that what it's reflecting is the clear blue sky, I suppose I should have worked on the presentation a bit more
I used 2015 and it worked fine, not sure about 2017 but if I had to guess it'll probably do just as well.
If it doesn't, you can download Visual Studio Community, it's free
It's here if I'm not mistaken
The VXGI branch is completely separate and doesn't even require the launcher (since it's built from source code), so it doesn't matter which version of ue4 you have
I've done some tests in VXGI and I personally really like it, and as for the perfor…
So here's the graph in Unreal:
So the parallax is a custom parallax function (except that it isn't) that uses the crack map (exported from SD) to create a gradient depth mask that lightens and tints the ice under the cracks; so basically creates …
This is amazing !
Your screenshots really do look like paintings
I'd add a bit of ripples to the water, as it looks a bit too "solid", though it looks really lovely nevertheless
I hope I can achieve this level of art at some point in my life
I'll definitely keep that in mind !
The forest does indeed seem empty now that you can see what's in there
And hahaha, the sequencer does take some getting used to I suppose, but I actually really liked it which helped getting over how difficult…
There we go, then, my final update as the video is finally done !
I've had loads of fun fiddling with the sequencer, but I feel like my camera angles are a bit out-of-place, I suppose some practice will hopefully make it better with newer projects.
Thank you so much for these awesome tips !
The light bleed came from shadowless fake bounce lights which I've gotten rid of, as for everything else, I'll get working right away
Thank you again, that was really the kind of critique I was l…
@Martoon Thank you for your input !
I did previously try to increase the light as the forest looks too dark, however it kind of smears the scene and the contrast seems lower.
What do you think ?
I'll also try to make it a bit lighter in post
Hey guys, got some new shots from the scene !
The scene is basically finished, but again, any critique is absolutely appreciated.
I'm planning to create a little video, then move on to a new scene.
Thank you for viewing my work, and I hope you like…
Nice scene @Ali_Youssef! Can I ask what you changed in the before/after shots? I think the performance problems are mainly caused by all that opacity. When you have transparent/translucent objects the engine has to render that and w…
The next thing to do is actually "cut around" the leaves/needles themselves in the mesh. You don't want large empty sections of "transparency" sitting on a leaf sheet, as that will tank some performance, even if you have to a…