The bike path signs feel a little weird to me. I've never seen them represent two directions without arrows, but their spacing in general feels a little off regardless. Maybe if they were scaled down and offset more to their respective sides, or kept at the same scale, but lined up evenly without arrows?
It'd be nice to see some clutter around the street and some movement, like particle leaves, rain drops, or some break up in the fog(Volume domain material would work well for this).
Just wanted to drop in and say, excellent work on this. Looks almost more like a matte painting then it does a game environment. That said the sharpen filter could be dropped imo. It just pulls out the artifacts to a point where it's pretty noisy.
Love the mood especially the night shot, can't really think of anything to crit, perhaps a few strands of grass that have worked their way through the cracks in the tiles would fit.
Yeah, I guess I went too far there, in terms of sharpening. I don't know if it's my eyes going or what, but I rarely can stand an unsharpened UE4 output.
The Temporal Anti Aliasing tends to blur things a lot. If you turn it off and then do a really high res shot and shrink that down you'll get a really crisp result without having the nasty outlines from the sharpen filter.
Replies
The bike path signs feel a little weird to me. I've never seen them represent two directions without arrows, but their spacing in general feels a little off regardless. Maybe if they were scaled down and offset more to their respective sides, or kept at the same scale, but lined up evenly without arrows?
It'd be nice to see some clutter around the street and some movement, like particle leaves, rain drops, or some break up in the fog(Volume domain material would work well for this).
Yeah Stalenhag was very much an inspiration.
In terms of the path, perhaps they are a bit too close to each other and too big, I used this as a reference.
Anyway, I made this scene only as a quick test,
and in that spirit, here are some daylight shots.
Yeah, I guess I went too far there, in terms of sharpening.
I don't know if it's my eyes going or what, but I rarely can stand an unsharpened UE4 output.
The Temporal Anti Aliasing tends to blur things a lot. If you turn it off and then do a really high res shot and shrink that down you'll get a really crisp result without having the nasty outlines from the sharpen filter.