So im currently working on a scene and Im always testing how the textures look in udk, I set up a simple normal, diffuse and spec map to get started but when I put the editor in lit mode I get this happing at certain angles. It also does it in the material editor. It kind of disappears when I get closer. Any help would be…
Is the first post supposed to be the lowpoly? If so, you need to balance your poly distribution a bit better. Right now you have 10 sided cylinders for the lights, and it looks like you based the wired on 10-sided cylinders as well. This makes no sense because the lights are much much bigger than the wires. If I zoom out…
I'm trying my hand at rendering in UE4. My goal with my current project it to replicate, or get as close to, a rendering I did in Substance Painter inside of the Unreal Engine and I would like some advice on how to do that. Here is what I currently have: And this is the render I made in Substance Painter that I am trying…
looks neat so far,whats with the side wall? it looks so generic and very obvious so see the same map repeating all over.Dirt/decals might add an advantage here. I do like how lighting is coming together here. and iam sure that once you start populating the level,things will start looking more attractive. Vj
I would add a bit of colored lighting somewhere in the scene, to add a bit of visual excitement to your renders. Right now it's a bit monochromatic, which makes it more dull than it should be IMHO. This is a great scene with lots of great details. A bit of hot/cool rim/bounce lighting would really make it pop. Look at your…
This is a lowpoly tank I have been working on ( a bit simplyfied from original). Comments and critics welcome. Tris: 1400 Textures: Diffuse, Spec, Alpha
I started making the presentation scenes. I had three ideas in mind for the presentation scene: A cinematic mid-flight scene with a prominent environment in the background. https://www.artstation.com/artwork/L2Gbn5 A clean studio setup with a few decals about but main just a clean background and the…
Yeah this is the problem. I did start over with new lighting. That shot right there is with a basic directional light for the key light and 2 really weak point lights very far off. Everytime I bake lighting I lose all the shadows. Do you think maybe it is the lightmaps? I'm starting to get really strange results after…