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i dont like how these ue renderings look, why is this? (not me)

polycounter lvl 6
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napelazam polycounter lvl 6

is this the typical ue look?

but why then does it look good when u got a scene with assets with materials from quixel?

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  • poopipe
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    poopipe grand marshal polycounter

    speaking as a surfacing specialist,Quixel materials are average at best. A good crutch if you don't have time or a good base to work from if you do.


    And.

    Probably wouldn't have singled someone's work out like that tbh

  • Alex_J
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    Alex_J grand marshal polycounter

    it looks like there is a heavy amount of sharpen filter or something, giving a unique look.


    I wouldnt call it ugly, I kind of like the look. It's an asset pack so of course the environments might be a litlte bare in some places because its just a general kit.


    Unreal is a pretty flexible program. You could make things look just about any way that you want. I don't think it has a "look", unless you generalized the most commonly made beginner stuff, which maybe would be a lot of god rays or something cause thats easy to do in UE and people like it.

  • napelazam
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    napelazam polycounter lvl 6
  • killnpc
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    killnpc polycounter

    yeah, you can ask the exact same thing without pointing to a specific person, this will not help you. tangentially, in an unfamiliar group of devs be warry of dumping on specific products (games/movies/comics) as well, you never know who likes what, who worked on what, and could complicate working with them depending on the circumstances.

  • Benjammin
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    Benjammin polycounter lvl 6

    At the very least, edit the title - that's just mean-spirited.

  • napelazam
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    napelazam polycounter lvl 6

    to what? i have no idea how to make it not sound insulting,

  • pior
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    pior grand marshal polycounter

    Then write it formally in your native tongue, and use google translate. The free pass for pseudo-blunt honesty from non-native english speakers only extends so much.

  • napelazam
  • pior
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    pior grand marshal polycounter

    Emphasis on formally. Förmlich.

  • napelazam
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    napelazam polycounter lvl 6

    yeah.. but that would mean that the title would probably be filled out with words. if u want to make something sound nicer, u need much, much more words.

    "i dont like how these pictures look, why is this" i guess this is short? that sounds so strange to me saying that so something which looks bad for many many people. i mean literally, its the norm that people dont like how that looks. its not just me. so if i say "i dont like it" that transfers to that some people might like it. which is ok. but that shouldnt be supported. especially not if you pay money for that product.

    i mean ive already asked around, and people agree it doesnt look good. its not subjective then.

    btw. i am not a ceo etc., i dont know how to criticize in a nice way. also i dont like social stuff, so i really dont know that. i also dont work anywhere where its part of your task to criticize stuff.

  • pior
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    pior grand marshal polycounter

    Well, one doesn't have to "be a CEO" or "work anywhere where it's part of your task to criticize stuff" to understand that playing the part of the Pseudo Edgy Jerk With No Filter leads nowhere. But now that you took the time and effort to write things in full sentences, then perhaps people will be willing to engage in a fruitful discussion.

    IMHO you just need to put a bit of extra effort in capitalizing and using "you" instead of "u" and then you'll be all set !

  • Benjammin
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    Benjammin polycounter lvl 6

    I'm not challenging your opinions, just the approach.

    Learn how to criticize constructively - its an essential soft skill in any creative industry.

  • Alex_J
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    Alex_J grand marshal polycounter

    Here's an example:


    "I've seen scenes made in unreal using quixel assets, like the following:

    some image

    I like the way that looks a lot, because of __reasons__.

    Here is a scene I don't like, because of ___some specific reasons__.

    Is this a result of some rendering features in unreal? Is it a choice the artist made? Would you say the scenes look bad, or is it just me?"


    A post like that still leaves me wondering what the point really is, but at least it seems like its trying to be useful and also not shit on some artist who could be a member here.

  • napelazam
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    napelazam polycounter lvl 6

    i dont have known reasons. ive already asked around. nobody likes the pictures.

  • Neox
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    Neox veteran polycounter

    they are not great because mostly the lighting isnt great, but that isnt unreals fault. i am sure if you search a bit you can find some pretty stunning arch vis images made with unreal engine

  • okidoki
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    okidoki polycounter lvl 2

    Isn't the answer hidden in the question..

    i dont like

    The measure of quality is in the eye of the beholder.. you didn't mentioned your personal (and your buddies (the people you asked)) main goal..

    Optimized for almost any usage (Games or Architectural projects) + video with PC specs to rank performance

    Mostly around 3K or less vertices .. Texture Resolutions: • 4K (about 30%) • 2K (about 60%) • 1K or less(about 10%)

    So it may not meet you special requirements.. so what?? According about your knowledge about the norm: you are free to not buy it.

    🤷

  • Ghogiel
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    Ghogiel greentooth

    Open them in UE5, mess with lighting a little, take screenshots?


    What ever your issues are with the look going on there, it's probably not the fault or limitation of the UE renderer. Originially the lighting in the scene are imo kinda flat because of some unrealistic fill lights that'll blow out some areas.

    So literally just making the light more realistic by deleting them I think it takes the edge off just in itself.

    The other thing that might be borking things is I turned the brightness down on some of the white textures. I think they were a tiny bit too white> once you get to the far ends of value in albedo, they can mess with the amount of ambient light in a scene. So that RGB 255 white texture is going to look off, and make other things look off

    I'm not a lighting artist by any stretch, so maybe it still looks weird?

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