Hello everyone, I've posted this scene already in a thread a few months ago. Due to working on my Bachelor Thesis I had to take a longer break so it looks like it was forgotten.
http://www.polycount.com/forum/showthread.php?t=146937
This will be my second try on this scene because I had to rework a lot of the models and UVs, because I did a lot of mistakes. I hope to get along faster with your help, because I'd really like to finish my first large scene soon
Those Screenshots are taken from UE4, just with basic lighting and one tileable Brick Wall Texture I did in Substance Designer. The floor is just a placeholder for now, and I plan to sculpt a hero piece to use in the middle of the courtyard. Although I will have to learn Zbrush for that first^^.
I want to build everything else in UE4 first though. I want to use tileable textures for the Walls and Floors, and using Substance Painter to work on the rest of the assets.
If anyone has comments/critique that would be great. Especially in the texturing/lighting department, because this is my first time using Substance and Unreal Engine.
And the concept which the scene is based on:
Replies
Does anyone now how to work with Bump Offset in UE4, because if I just plug the Height map into the BumpOffset Node I don't get the right results
Any critique and comments would be greatly appreciated.
I still have some problems properly lighting the scene especially the corridors. I'm using a directiona Light as the Sun Light and a Sky Light for Additional Lighting but the corridors are still way to dark in my opinion. Any ideas on how to fix this?
Great work thought, looking forward to see more !
I'd also turn off eye adaptation for the time being(if you're using it) and consider using it at the end for final tweaks, especially if you're going to have multiple camera angles in and out of shadow. But that and the other post-process options(like controlling strength of baked GI) can help lighten it up as well.
That's a great concept though, I look forward to see where you go with it.
The problem is if I increase the strength of the Global illumination the darker parts of the scene get more visible but the other parts of the scene become too bright.
Keep it up!