Final images are looking really nice... i would say normal maps are a little bit too strong in some areas (boxes specially)
Missing some caos as well... everything is aligned except for the chair...
Nice work man!
looking good great progress trough out the thread, and great to see you used the feedback you got.
}It would be great if you had another beauty shot from another angle with lighting more like the earlier pics, I think you nailed the roughness on the lockers and the color really helped your scene, so you should probably try to use that in another shot just my thoughts though.
Looks fantastic man Try checking that the Y-channel isn't inverted on the boxes' normal map - might just fix the problem there. Looks like it's picking up light information wrong.
@Yilativ , @clinington , nickcomeau : Thanks! @Jonas Ronnegard : when you mean the lighting before, do you mean before i desaturated things?
jayceel: The reason for the change was because of unity 5.1.1f. it stop using GGX for reflections and went to a crappy blinn-pong.
Not my image below but it shows what i mean
@shadacer, Yeah i think the normal map is still a bit strong. it would usually bit fine. but since the lighting is hitting so directly I'm gonna have to tone down the normal all more than i did.
sorry re read the thread and saw that you changed from unity to ue4,
guess that changes some things, still would be nice to see it a bit brighter with an angle more like you had in unity, just as a extra shot though, not telling you to throw away what you have
Missed this thread. I looked through from the beginning and each update made really good additions to the scene. All of the model and textures look great.
I actually prefer the darker setting in the final shots to the concept, I think it complements the grunginess of the place better.
Awesome job!
@Jonas Ronnegard , the main reason i made the switch from unity to UE4. was i couldnt get the lighting to where i wanted it,and the for GGX shader as well lol. But i did have an extra shot. @JamieRIOT, Thanks man!
Also i fix the weird thing with the boxes
Replies
@amirabd2130: thanks man!
Missing some caos as well... everything is aligned except for the chair...
Nice work man!
}It would be great if you had another beauty shot from another angle with lighting more like the earlier pics, I think you nailed the roughness on the lockers and the color really helped your scene, so you should probably try to use that in another shot just my thoughts though.
Could you say something about why you moved it from Unity into UE4?
The room looked much better when you went from Unity into UE4. Do you think you could get the same result if you had stayed in Unity?
Just wondering if it matters if I use Unreal or Unity for Art pieces like this?
@Jonas Ronnegard : when you mean the lighting before, do you mean before i desaturated things?
jayceel: The reason for the change was because of unity 5.1.1f. it stop using GGX for reflections and went to a crappy blinn-pong.
Not my image below but it shows what i mean
@shadacer, Yeah i think the normal map is still a bit strong. it would usually bit fine. but since the lighting is hitting so directly I'm gonna have to tone down the normal all more than i did.
guess that changes some things, still would be nice to see it a bit brighter with an angle more like you had in unity, just as a extra shot though, not telling you to throw away what you have
I actually prefer the darker setting in the final shots to the concept, I think it complements the grunginess of the place better.
Awesome job!
@JamieRIOT, Thanks man!
Also i fix the weird thing with the boxes