This looks really cool. I'd adjust the moon as it's demanding far too much attention. Whether to make it smaller or less bright, I dunno. Your sky is so cloudy, it's difficult to see the stars, but it seems like the moon is in front of the clouds, and isn't hindered by them at all. I also think if you added a bit of brown…
nbac Only terrain. I tried it for icebergs, but was not happy with modularity. So just sculpted them. Sky currently primitive, just some panned cloud textures with UV distortions+ additional texture directly connected to Power value node, and affects alpha erosion of visible clouds. IWant to make more accurate masking for…
This texture is not doing its job at all. The diffuse is high contrast and cloudy and makes it look like some smoky, ethereal thing. Lower the contrast on the basic tones and solidify that thing up. Pop should come from material changes and scratched edges, not a ridiculous photoshop cloud filter. Also, general rule of…
That looks awesome! The main issue I see is with the textures, specifically "cloudy" effects. It seems like the Photoshop render clouds filter is being applied a bit carelessly in the spec. The part that sticks out the most is the mounting rails on the side of the reflex sight, the magazine. You did a much better job on…
Hey Pablo, welcome :) ! Maybe next time also plot out a perspective grid to help? The super hard glow out of the light seems a bit too much. From my experiences, having that kind of light beam only happens if you have a cloudy / misty environment on which the light can bounce on the cloud particles. You can have a slight…
Overall your cloud shadow looks like a cloud filter from photoshop and not real clouds from a distance. In the near view your cloud shadow is simple not strong enough to make a impact to the scene.
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…
Disclaimer: All Static meshes, particles, and materials are native to the UDK engine. For the exception of the sky dome, its textures, and animations. This environment features a full sun/moon cycle that is completely adjustable. The scene uses the same sky and sun materials that where developed in previous tutorials at…
The way you have done the clouds did not immediately make me thing of clouds there pretty mossy looking, it would be worth doing some studies of clouds and trying to render them more realistically as there kinda stodgy at the moment instead of fluffy. How come no colour/glow on the lighting? def missing a trick! and for…
Yeah, UE4.25 + has volumetric clouds built-in now, and they're quite easy to generate, but it's expensive to render for a game where you're not really spending any useful amount of time actually in the sky. You might be right in regards to using photo sources. I should get a 360 degree camera and find someone with a tall…