Hey all, i've been working on this the past week in an attempt to learn the unreal engine and boost my portfolio. It's based on some concept art from deadspace. Any crits or comments are of course welcome. The exterior rocks and sky are from unreal but everything else is done by me. I set myself a deadline of 7 days so i'm posting now just to get it out there.
Its taken me the past few days to figure out cubemap reflections and dynamic shadows. I can't wait to start the next quickie project now. A few more of these and i might have enough work to get a job sometime in the near future!
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The floor: Iam not really feeling it.
The walls: I like them alot, but the way that there repeating seems very obvious. Perhaps if you could break it up with another static mesh, or something that could help. Like have a section of broken pipes? Maybe a circuit board or something? Hell, even build a light fixture that you could repeate on the walls so when its night out, theres light in the hallway. The same goes for the wall trim underneth the windows.
Just some thoughts. other than that, I am liking your look.:thumbup:
Yeah, i noticed that too. I'm not sure what the cause is to be honest. Each surface has a specularity which shows up nicely in maya's viewport but then isn't translating across to unreal. I've boosted the levels in the shader editor but it's still not coming across how i want it. Perhaps it's has something to do with my lighting setup. Any of you Unreal gurus know what the problem might be?
I should mention that I originally had a separate spec map for the metal but now im deriving it from the diffuse.
Here's a shot of the floor in maya's viewport with 2 point lights. (Acutally, i've just checked the floor in Unreal's object viewer and it looks pretty much the same as Mayas so it must be the lighting thats affecting the spec somehow)
Thanks for the crits everyone. I defo need to add a few more elements of interest to it although the concept was pretty much just a long corridor.
You could also do some tests and just set your specular to a value of 1 and see how the static lighting is affecting the specular result then go from there.
-vivi
I would say your diffuse probably has the specular highlight information in it which it should not but I could be wrong.You dont want the 2 maps fighting each other! Also your spec shouldn't be that dark, make sure you can see all of it, there's a lot of specular info that's missing because of it being so dark.
I would advise going over the highlights on the spec map again and making the contrast more intense but at the same time making sure you can see everything, its very important.