I re-learned systematically on UE4's lightmass. This is my progress so far. This is the project of Aiko Shinohara. I borrow her light scene study. Thank Aiko Shinohara for the project. https://www.artstation.com/artwork/lgD2e
Love this piece . it's Heavily detailed and really reminds me of the Video Game " Order 1886" Heavy Bloodborne / Resident Evil Vibes too love the Gothic architecture
Love this piece . it's Heavily detailed and really reminds me of the Video Game " Order 1886" Heavy Bloodborne / Resident Evil Vibes too love the Gothic architecture
Very nice environment! I really enjoyed the mood and reminded me a little bit of Devil May Cry games and Bloodborne. How did you made the light shafts on the windows? Was it a static mesh or did you use the directional light properties ?
Very nice environment! I really enjoyed the mood and reminded me a little bit of Devil May Cry games and Bloodborne. How did you made the light shafts on the windows? Was it a static mesh or did you use the directional light properties ?
Replies
This is the project of Aiko Shinohara. I borrow her light scene study.
Thank Aiko Shinohara for the project.
https://www.artstation.com/artwork/lgD2e
Heavy Bloodborne / Resident Evil Vibes too
love the Gothic architecture
How did you made the light shafts on the windows? Was it a static mesh or did you use the directional light properties ?
Art style design I refer to Bloodborne to a certain extent. The volumetric light of the window was made by using the particle to locally control the concentration of the volumetric fog.
This is the official document of Unreal Engine 4 on volumetric fog.
http://api.unrealengine.com/INT/Engine/Rendering/LightingAndShadows/VolumetricFog/index.html