I've been working on this scene for a few months, had a month of mentorship with Mak Malovic a month ago, and finished a month with Josh Rife just today. Starting to get pretty close to the polishing stage, definitely need some texture refinements all over the place and some more clutter objects. Anyone have good tips for glass shaders in UE5? These are raytraced, translucent blend mode, default lit shading model, surface forward shading lighting mode. I'm using a mid-value of metalness to fake it a bit, saw that in a glass material pack I looked through for reference.
Here's my current setup for the glass shader, pretty basic. Might have to try something that's procedurals and constants for 90% of the process then adds a dust mask at the very end like I've seen some glass materials do.
Also, is there a quick fix to override raytracing to off for this niagara vfx piece? It looks fine without it and I don't know enough about vfx to adapt it to raytracing, I just followed a tutorial and adjusted it until it fit the scene.
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To prevent lowering quality on individual assets and overworking, you could consider splitting the project up into multiple ones (like individual assets).
Regarding materials I would keep it simple, reusing ones from sample projects - or even more simple, find design solutions: Windows could be so dusty that's impossible to see through, pasted with newspaper boarded up or broken/non-existent.
Keep it up!
That last image in particular is cool how we can start to wonder what happened here, with the fallen chair, the mop and what looks like some blood on the ground.
Adding and reinforcing some storytelling will go a long way to making it memorable
Good call on that, the puddle there was meant to be spilled drink from a broken bottle but I realized it wasn't obvious, added a bottle's worth of broken glass to that spot to hopefully sell it better. Also placed a variety of text assets with all sorts of storytelling in them.