Stunning lighting. I'm Impressed. The lighting is the biggest gain so far.
Mostly what stands out to me though are the mass amounts of aliasing. Pretty much the entire scene suffers, but what i noticed most were each Pillar Base. Also, and this is just my opinion, the top tear just before the arching ceiling seems structurally weak. Adding some sort of broader length or thickness to that area would really help sell the idea that everything fitted "works". Right now it kinda feels like paper and could fall down. Adding some beveling to this scene in area's of noticeable hard edges would really help.
Could you post Wires and maybe some textures from the scene?
*structurally improved
*less yellow
*new carpet and black wood decal
still a little bit empty in the middle
Anyways, does anyone know how to get better anti-alias?
I looked for it in the Baseengine.ini
But i can't find MaxMultisamples. Is there someone out there with anti-alias experience
It still feels a bit like the pillars are floating. Though it's looking much better. I'm not sure how to help it exactly, maybe stronger AO-type shadows around that?
And yeah, the middle looks empty, but that's because it should be filled with people dancing
About the AA, I don't know exactly how to get that, but what I do is I take a tiledshot, which means you get an image that's 4 times the size of your original (or more, you can set the amount), and then scale it down 50% in Photoshop and you get an AA-like effect. Take a look here: http://udn.epicgames.com/Three/TakingScreenshots.html
stronger reflections around the edge of the floor would help (foot steps and dancing wear the floor down making it slightly less reflective on the dance floor (or at least more diffused reflection)
Stunning lighting. I'm Impressed. The lighting is the biggest gain so far.
Mostly what stands out to me though are the mass amounts of aliasing. Pretty much the entire scene suffers, but what i noticed most were each Pillar Base. Also, and this is just my opinion, the top tear just before the arching ceiling seems structurally weak. Adding some sort of broader length or thickness to that area would really help sell the idea that everything fitted "works". Right now it kinda feels like paper and could fall down. Adding some beveling to this scene in area's of noticeable hard edges would really help.
Could you post Wires and maybe some textures from the scene?
like whats_true said, pushing the reflection a little more will help - also I might suggest some wood trim - it will blend in better, seeing as the wall already has some.
You might also want to consider reunwrapping the chandeliers - theres a bit of stretching and I think it's currently the weakest point of the scene
Replies
I got real time reflection
And it's running smootly on my GeForce 8600
I'm so happy
shadows are still a problem though
Mostly what stands out to me though are the mass amounts of aliasing. Pretty much the entire scene suffers, but what i noticed most were each Pillar Base. Also, and this is just my opinion, the top tear just before the arching ceiling seems structurally weak. Adding some sort of broader length or thickness to that area would really help sell the idea that everything fitted "works". Right now it kinda feels like paper and could fall down. Adding some beveling to this scene in area's of noticeable hard edges would really help.
Could you post Wires and maybe some textures from the scene?
like others have said, nice lighting. The reflection on the floor are really nice touch as well.
Whats the issue with the shadows? Have you created a 2nd UV channel for your props for lightmaps? Check out this tutorial by Hourence. http://www.hourences.com/tutorials-ue3-lightmapping/
Got things working right now
All the lights below the balcony had static shadows turned off
id still pull back on the yellow in the scene
Time for another Update
*structurally improved
*less yellow
*new carpet and black wood decal
still a little bit empty in the middle
Anyways, does anyone know how to get better anti-alias?
I looked for it in the Baseengine.ini
But i can't find MaxMultisamples.
Is there someone out there with anti-alias experience
i shall watch.
And yeah, the middle looks empty, but that's because it should be filled with people dancing
About the AA, I don't know exactly how to get that, but what I do is I take a tiledshot, which means you get an image that's 4 times the size of your original (or more, you can set the amount), and then scale it down 50% in Photoshop and you get an AA-like effect. Take a look here:
http://udn.epicgames.com/Three/TakingScreenshots.html
I think this will give the floor more detail
here is a making of one of my textures
Would push the reflection on the floor a little. Oh, i know what its missing! the lighting from the ceiling and walls is not reflection on the ground!
Notice the hot spots on the floor from the lights. Its missing in your scene...
like whats_true said, pushing the reflection a little more will help - also I might suggest some wood trim - it will blend in better, seeing as the wall already has some.
You might also want to consider reunwrapping the chandeliers - theres a bit of stretching and I think it's currently the weakest point of the scene