Hey Pior! Actually I had the standard fresnel falloff implemented exactly as you suggest, and I purposefully flipped it after looking at a lot of eyeball references. It seems to me like you never want the iris to have no reflection and the outer edges to have a lot. This is something more common to metals and plastics and…
Loving this piece so far, gorgeous lighting and atmosphere. There's nothing major that's sticking out to me, only some nitpicky stuff. I've taken a stab at illustrating a few adjustments you could make. Not annotated in the picture, but I added some edge highlights from the moon on the roof of the centre building. It might…
yeah, i think the problem with the brightness, but the physically specularity. on your model, its pretty tight. where as the specularity of the actual metal is not so tight and blooms out more while not being extremely bright. but that could be a false reading from the images i've seen with the way they set up their…
We are making use of Unity game engine. Right now we are kinda skipping ahead and we are sorry for this, but we need to make sure we grasp ourselves the direction we want to go before we decide to delve into explaining the inner-side of things to all of you peeps. So please bear with us. Hope you understand. Here are some…
On our current level, any characters we spawn on it are using the environment's post/lighting settings, which make our character look washed out and generally unreadable. I need someone experienced in UE4 to separate players from environment and re-do the post for characters. Note, we are a MOBA style game, so familiarity…
Hi everyone.... I figured it was about time I made an account on here. I'm studying Games Art right now and I'm in my final year at university, my goal is to become an environment/lighting artist. I do post on my uni's forum but I'm finding feedback hard to come by these days, probably because it's crunch-time for…
Watch the DoF and bloom in the render, need those to supplemental. Right now they are taking away from your renders in my opinion. Would like the shot better without rather than with right now. I think cutting those by 50-75% would do this a ton of justice. Just my 2cents. The model it self is really solid in nearly every…
woha, it does look better already! i think you need to fill the space in the bottom right and that ceiling piece looks a bit out of place, but stick in there! lighting wise, maybe have a really bright light at the end of that ramp that casts some nice shadows/constrast into the hallway!
Incorrect. The blue channel has nothing to do with magnitute...Your thinking of how a bump map works. The three channels of a normal map store the ANGLE of normal vectors...Red is X, Green is Y, and Blue is Z. So in any one pixel, there is a value for each channel, giving angle for each axis to direct light which way to…
Paroxum and A. Kincade - check on the more trash and rubbles. and pushing the lighting more in the tunnel. I'll definitely work that in. Vig - Thanks for the awesome crit. Super helpful. The lighting I jacked up a bit of the brightness to be able to see it. I probably need to adjust my monitor a bit. I checked on another…