Hey guys,
I've been working on a scene in Unreal 3 for my portfolio and university assignment, reimagining a fighting game environment and I have chosen a stage called nudeplace from one the Marvel Vs Capcom games.
Here is the original scene
I have decided to re-imagine the scene as overgrown, I have made 3d foliage and rendered it to a texture in 3dsmax and sculpted the rest of the assets in Autodesk Mudbox.
I have been aiming for a warm to cool contrast in the palette between the foreground and the background and I have yet to a lightsource mesh and flame particle to the pillars on either side. Any advice as to lighting in UE 3 and other crits would be appreciated.
Replies
for lighting in general, always remember that nothing is ever pitch black unless there is no light hitting it at all (a closed space like a water tight box...) if you are going for a warm over-tone, then you'll want to have the background quite cool and look like moon light or something of the sort... also remember not to go over board with color in your lighting.
I've added a darkish navy blue skylight to lighten up the areas which are too dark and I've started adding more foliage in the foreground. I might make a hanging moss texture/mesh as well.
I've added hanging leaves/moss and ivy across the pillars along with torches and a lightshaft which fades/varies in intensity over time. I've also added subtle branch movement, swaying them up/down.