Hello Polycount!
I've been working on this project for close to a year now after graduating art school and finally managed to get it done.
This originally started out as a model-along with Tor Frick's UDK Modular Masterclass DVD. I finished my original one in UDK, but I just wasn't happy with it and I really wanted to push myself to just make something close to on-par with all the amazing art that's been coming out for the last couple of years. So I switched to UE4 and did the best I could!
I also made a little level fly-through!
https://www.youtube.com/watch?v=h-mmkYQTV4MShort of the vegetation and grass, the entire environment is made from 2 1024x2048
textures with 512x512 Moss and Rust that compose the master vertex shader.
Replies
I have increased the contrast in your scene, lowered the brightness and saturation and tried to get rid of some of the strong bloom.
it would be worth gathering some lighting reference and trying to match it
it would be a shame to leave it here and not bring this scene to life, look at the lighting one more time if you can, i think it would really pay dividends to all the time you have put into the modeling.
I've been curious about buying that video tutorial even though it's for UDK. Would you say it's still useful?
This is important because our visual system naturally color corrects like this when we're in an environment. A human could never perceive this space in such a yellow way, even if it were very dominant. Not doing white balance conflicts with our visual system making images appear muddy. It's also limiting the dynamic range of the final image when you don't white balance.
http://renderwonk.com/publications/i3d2013-keynote/
I'd recommend giving this a good read
I really did end up waterboarding my scene with yellow and lost contrast and cast shadows big time. I'll go back to Unreal and fix it up.
Also thanks for your great suggestion! I'll hop back into Unreal, and fix up my render. I also had an exposure setting in the post processing volume that I might just get rid of altogether.
The biggest takeaways are just being able to make an UDK/Unreal4 scene from scratch going from Modo -> Photoshop ->Unreal and back and forth. His vertex master shader using only 1 texture for pretty much 95% of the entire scene was also solid.
Biggest bumps in converting my half finished assets in UDK, at the time, to UE4 was I had to rework UDK's unreal units to UE4's unreal units/centimeters. And since some Materials nodes that were in UDK not longer exist in UE4, I had to rework my master vertex shader so it's compatible. Other than that, it's pretty smooth sailing.