Not less saturation, but brighter/higher albedo? Agreed that the photo ref is a bit more shiny though. That you'd have to nitpick like this though means uh, great job!
I niptick because the scene is re…
Your parent mesh must not be animated,do what you want with the children. Well, you have to link all to your non animated parent mesh in Maya. Select all and export it as FBX then import it in UE4 as a skeletal mesh.
Really nice meshing and props man !
For the day lighting: perhaps not enough GI at the bottom (far from the window). I 'd put more lights without shadows to fake more GI.
For the night scene: it is too contrasted to me, not enough GI here and here.…
Your lighting is really awesome to me.
Speaking of the floor, i am not a fan of your albedo, perhaps less saturation. I think the roughness is also too white for the floor.
Well, the scene is really great, gratz
Yep that looks great ! Will follow your work
I think the floor looks too busy, this is the only thing that bothers me. I think for keeping the overall design readable, you should simplify the floor. (the rule is: 30% of the space should contains 7…
Hey keep up and don't say it sucks
The roughness map is the most important in a PBR workflow, work more on it.
With a good placement of some SphereReflectionCapture actors, a better lighitng (fill, key etc...) and a clean post process, it will look…
That's very good for a stylized envi ! I really like the mood of the scene and the lighting is 5 stars, gratz. Perhaps the DOF from near is a bit strong...
Don't forget to sell it at the MarketPlace imo, gg