----PART2 Just wanted to add few words about the outdoor environments. All the above still applies, but given that sometimes when dealing with "regular" sunlit environments you may not have that many options as you have with indoor environments you may want to play with light-shadow contrast as well as add more interesting…
The lighting doesn't seem believable to me. I've worked in one of those facilities, and it's a great setting for terror. At night, the flourescent lights would fill the entire space, so your scene is too dark with those lights on. At night, with moonlight coming through the windows, you should be able to get enough bounce…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
There are two really important things to think about when you're laying down the foundations of a gun design: mechanics, and balance/proportions. Right now I have no idea how the gun works nor is it balanced. Currently you have so many greebles they're detracting from the base workings of the gun. You have a drum magazine,…
PsychoDream Hey, thanks a bunch! Means a lot. Update. I changed a fair bit. If anything stands out as a stupid idea, feel free to call me out-- I am just experimenting. Also, questionable composition-- Is that light from the right the worst idea ever or no? I'm trying to balance out the mirror and candles... I might add…
Yes, the lighting is a bit primitive. I'm only using 1 movable light due to forward shading; the other lights are static, and the light map size of the objects is limited to the 32x32-512x512 range. My assets didn't look good before I multiplied the Ao to Basecolor :/
It can't be summarized in a few lines. There are multiple types of lights, multiple types of shadow casting, and multiple modes. You can't expect me to write an essay here. Especially because the 75% of it is in the official documentation already. I'm affraid you dont't really have other choice other than going through…
The silhouette looks good. I think you have the right idea about reducing the poly density of the jewels and feathers (especially if you use transparency to define the edge of the feathers). I you really want to go for a tight poly budget, you could probably remove some edges from the circumference of the chain links and…
Hi everyone! I'm a recent graduate interested in environnement and lighting. Here's a simple corridor i've been working on in Unreal 4.27 for my portfolio. I'm looking to get some feedback on it. It's still a wip, I feel like some texture could be better like the little squares "tables" where the tv sits or some of the big…