Hi everyone, just some more updates incoming... Firstly, here are some textured assets... For this I set up a Metal smart material wiht some tutorials online and tried to make a 'steamed glass' material for the glass pod in the center. I think it works pretty well but I have made refinements to the material in later assets…
I am not sure whats "gradient transfer curve" in Photoshop but it's sounding like "gradient map" . To have library panel gradient preset available you need to right click it there (in library panel) and chose "create gradient preset" . it will copy the preset to last used gradient presets folder . Then it's available for…
+ Improved lighting and composition + Glass shader and texture for the showcase + Broken windows + Lowered the height of street lights + Pushed the buildings to the sides to create some space and release the tension from being too close to the main building. This also created two alleyways where I will add a fence and some…
Congrats @ThomCorfield looking good :+1: To push it further, could break up straight edges and detail silhouettes. Looking at pillars, shape could be widened towards bottom? Some grouts/ texture details read a bit too faint in my opinion and as a result, the structure visually becomes one continuous piece. Lighting-wise,…
Hi everyone! I’m pretty new to UE5 and real-time rendering, and I’d really appreciate some feedback on this scene. My main goal here is to achieve realistic, volumetric lighting and overall atmosphere — something close to the reference image that I’ve attached as well. Right now the scene doesn’t feel quite there yet,…
Hi 3ds max 2012. Im using Neil Blevins script "Material mover" to distribute materials (around 60-190(?)) randomly to hundreds of objects in 3ds max. I have been using it for years but only using the material editor (max 24 materials) to objects. But currently i have encountered quite a big problem, and im not sure who is…
Coming to UE5 from UE4 and have a few questions regarding modular sets and nanite. If I have an exterior building wall set that is going to be brick, is it better to use a height map to displace the mesh in ZBrush/Blender, then use nanite on those modular pieces? Assuming it would be a bit more work to get the modular…
Im having a problem with adding decals as you written: "Additive, additive blending is great for glass and wet or secondary layers on top of other materials (eyes for instance). Additive blending works by adding the specular reflections onto the render. Does not work correctly with the depth of field effect." no mater what…
just because it'll get you later on. games generally don't use transparent materials for leaves - instead we use alpha-clip / alpha-test. These are significantly less costly to render and sort on the GPU - the downside is that you can't have graduated transparency. it's probably a good idea to get used to using them since…