Hello again! I reworked the blocking of the interior a bit to have a better idea of the assets still needed: - I added an inset on the back wall for the bathroom door, as well as some more lighting in this area, - Some more wall decor and a coat hanger next to the door, - Lights, a menu, shelves and some clutter in the…
I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, but when i finally work everything out (seemingly) and get a good looking map that renders correctly in the xnormal 3Dview i find that when i import the normal map into substance…
wow, great idea. it's really creepy. I think the main problem right now is that the materials are very ambiguous. I really don't know if the leg part is supposed to be skin?? right now it looks like a sort of.. artificial material, like porcelain or something... or a plastic. that might be okay for what we've got here..…
Hi, i have mesh asset made of 2 IDs exported form 3ds max. One material ID is ordinary simple gray material. Second one is translucent material that is way too bright in shadows. Please look at the screenshot. I prefer not to use deffered decals as i would like to add these kind of details a lot more, and i don't think…
I haven't read the article @Alex Javor pointed out so I might be repeating it, anyway, those problem areas have both rim light and shadows, so setup the nodes in a way that doesn't let rim light appear on shadowed areas (the shadows should kill the rim light)
Good progress! Re: Histogram There are not tools in Unreal to update the lighting from histogram. It's more of a general tool for you to know where your values fall compared to your reference. Or if they are too dark/bright/not using the whole range. You can get the histogram in any image editing software like Photoshop…
This is a tough one.. for any composition everyone will tell you: What's the story you want to tell/show. So when seeing this section of the cave i'm aksing myself: * How does the spaceship comes into the cave ? * Is this the entrance and is this by night ? * Is this shortly after the crash (so the spacecraft light the…
1: You can penetrate geometry like that, The issues might be you waste texture space if the model is uniquely unwrapped and baked. zfighting could also occur depending on scale and how far from camera it might be (like pretty far though so not a huge concern) 2: Probably not true across the entire spectrum of games and…
adam, Thank you...I wasn't even thinking about doing the occlusion pass, but I do know how to do it and I think your right on the money that this would bring out detail big time. Yeah I haven't sorted out how to approach the shadows...need to look at some nighttime reference and see how the moon casts shadows. Your right I…