@csmallfield There are some things you can do to improve shadows. First off, shadow resolution is shared for the whole scene, so if you've got a very large scene, but are zoomed into a small part of it, the relative shadow resolution will be pretty low. We don't have an option to set shadow resolution higher than the…
Hey all, I'm back with pillars! I designed two types of these guys, each with the idea of an extending piston built inside to lend them a sense of purpose and get some round shapes in there. I also have housing meshes built alongside them so that they can be closed off when the scene needs it. Here are the smaller ones in…
Your prop placement and the sheer amount of objects is great in every scene. I think one major critique across all of the pieces is the lack of individual quality. There's a lot of tiling textures with uniform grunge that doesn't really send these to that next level. I can go into each one and my eyes immediately catch a…
Okay first things first The Courtyard is beautiful so mad props to the lads and lasses who created it!! But the scene hierarchy and script/object dependency could relay use a rework, definitely not the easiest project to navigate. ( ;*´Д`)ノ So with that I decided to take a few of the scene props and slowly re-add them as I…
As the title says, when I load scenes (the particular ones I'm working with as of late) the Default and HQ viewport run SLOW as heck! Viewport 2.0 movement works great but it takes upwards of 3-5 minutes to process a scene and get it usable. Scenes have maybe 100-150k triangles with relatively simple animation, so are not…
http://www.gamedaily.com/games/world-of-warcraft/pc/game-news/warcraft-movie-in-development/2475/23542/ No seriously it looks like its actually on this time and it looks like Sam Rami is directing.
Hey all, I've finally been able to [make time to] convert my 3dsMax tools for UE4 to Maya! Now you can maximize your workflow! GREG'S TOOLS v1.0.0 (name pending) Install: Be sure to get the most recent versions of the script (Last Updated: 10/31/14) Install the tool into the /Documents/maya/scripts Load in the script…
Going to start working on foliage in another scene then come back to readjust some things in this scene, thinking of adding a few more small props in the scene - perhaps more wood to help diversify the types of materials in the scene more
Ohh, this is very cool! I love concepts by Longque Chen, his whole series on mechanical fauna is brilliant. =) I'd recommend to get a human-sized mannequin model into your scene so you always have a real life size reference. That helps a lot with keeping scale in mind. Also makes sure that the overall size of the model is…
Here is my latest update. I made a detailed blog post where I summarized all the things I learned in creating this scene. You can find it here: The Gabmeister Blog #3 - Sector 1, a sci-fi passage in Unreal Engine I spent a significant amount of time playing around with fog settings until I got something that made the scene…