So here's my first post on Polycount. Im in the final year of my BFA so I made this small scene in Unreal Engine just to try out a engine for the first time. I used 3DSMax and Substance Painter.
Your shrubs are pretty obviously a wall with a texture applied. Would be cool if you added some other shrubs in front of it to give depth and variation. The scene looks pretty dope
Your shrubs are pretty obviously a wall with a texture applied. Would be cool if you added some other shrubs in front of it to give depth and variation. The scene looks pretty dope
Yeah i intentionally made them planes, since it would be on the outside and wouldn't really see them in the dark. what i did was i had two planes, one was the leaves texture and the outer one was the same but with an alpha map so you could get that depth to it, but i guess it didn't make much of a difference since it was so dark.
Hey! I think you're scene would benefit from another lighting pass and some texture edits, I think your textures are a little too dark atm. You can add a multiply and constant into where you're color is plugged in to quickly see how much of a difference it would make. That way you're not stuck fighting with making you're textures pop the way you intended them to. Check out these posts from the old UDK docs and this blog by rogelio olguin. A good reference would be to study the hotel in the shining, and setting up a mood board for yourself.
Hey! I think you're scene would benefit from another lighting pass and some texture edits, I think your textures are a little too dark atm. You can add a multiply and constant into where you're color is plugged in to quickly see how much of a difference it would make. That way you're not stuck fighting with making you're textures pop the way you intended them to. Check out these posts from the old UDK docs and this blog by rogelio olguin. A good reference would be to study the hotel in the shining, and setting up a mood board for yourself.
I agree, Its too dark especially on the ceiling, even my instructor insisted i do another lighting pass. And those blogs were a good read, defiantly learned more then i expected. Thanks man
Replies
Thanks for the feedback
https://api.unrealengine.com/udk/Three/TexturingGuidelines.html
https://www.artstation.com/rogelio/blog/jX8/texturing-values-for-environments-part-1 via @artstationhq