It's a wip. Based on the screenshot from Rage below this. I've included some props from my Plaza scene I made.
Hmmm. Mine looks very white and blow out. Any advice on this? I might make the floor darker or something. Or mess with the scene effects.
Without lights:
I think the lighting is letting it down. Looks better without lights lol
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In the rage scene it looks like there's some nice colored fill lights going on to simulate the GI effect, whereas in your scene it looks mainly like youve got your key light and thats it..
its def. a really nice start though. and with some tweaks could be on par with the same quality as that rage scene. nice work :-)
-Grime to the walls
-Made the sides of the image darker
-Added lightbeams at the back
-More coloured lights
-Slight Dof
-Slight overall fog and another fog at the bottom
Even though the detail I've put in the textures is harder to see, I'm going to show the unlit version in my portfolio anyway. So potential employers can see.
I may even stick in my purple gun as a fps gun.
Keep it at...should be a nice piece once it's all done
I was going to say this, what is it's purpose. Not many fully intact windows with zero damage just lying around, especially in a post-apoc world/scene like that.
The per-map UDK color balance post process settings can be found under View>World Properties, and then WorldInfo>Default Post Process Settings> Scene_ High Lights, Scene_ Mid Tones, and Scene_Shadows.
So did you just add more red in the shadows and midtones?
Be careful when working on a scene with this much post process though, you'll want to flip the post on and off often to make sure your textures make sense in a neutral scene rather than relying on the post too much.
Looking sharp!