Most matcaps aren't going to care about the position of the light (which doesn't even exist as far as I understand), just the normal of the surface. If the image is telling it to put a bright specular highlight towards the top-right, then it will always be at the top right of the mesh no matter how you rotate it. Like…
Maybe you could post a screenshot of both softwares using unlit mode, in Substance you can do this by only showing your basecolor in the 3D viewer, in UE4 you can switch to it in the top left corner. This way you could check if it totally depends on the light sources or an error occurring in the export and/or importing to…
Even without editing the UVs you could push the texture quality a lot further I think. You could downscale the texture to 512 with nearest neighbor (sometimes called Point filtering), then add some more highlights and details. The materials you have right now could be a lot sharper and more representative. It's worth it to…
Modelling/Texturing Advice Use another floor texture ! It's just think it doesnt fit very well in there. From your pictures it looks like the couch models also have a bit of floor attached to them. If so, divide them and make the floor out of appropiate pieces like 256x256 or something like that. Also add some Env…
Pretty good work overall! Got a few crits for ya, Pirate scene: - Nice lighting in the scene but could probably benefit from a little contrast. Taking away a few of the dock lights to create a little more dark space between each other could help deepen the atmosphere. - There's a reflection under the boat/dock but no…
Here are some lighting updates! Shot 1 I keyframed some blocks to balance out the foreground and midground. Feel free to check them out in our next animation update! Shot 2 Shot 7, made the lighting darker to show more neon colours. Shot 8, made a node-based material for the background Shot 14a lighting and setdress, faked…
Hi everyone I recently more or less finished my generic BRDF shader for maya. There's other features that might be interesting but then it will start to be a little messy. I was thinking of building up another shader specifically for environment purpose. That might be useful, especially maybe with the unearthly challenge…
well the lighting in the concept doesn't look so unrealistic actually... it's an underground cave with ligth coming from top where maybe there's a hole in the cieling or something like that and light also coming from the bottom of the water, where there might be some sort of access to the cave itself and so light shine…