Thank for all the pointers. 1.I will most importantly work on the wet look of the ground which would help with the reflections. gave me an idea instead of vertex painting puddles, i will try to use wet and dry asphalt to achieve that look. and then use vertex painting to blend them. 2. Lights, yes will work on blueprints…
The main reason you're probably getting black is because of how reflections work in UE4. If you're using a reflection capture actor at default settings (no hdri) then it will look for other things within the scene to reflect. If your albedo is dark and you have nothing else in the scene to reflect against it it can come…
If you are following a concept, first step is to try to split up the elements in the scene into modular pieces, often done with a paintover with colors. Then block out the scene, since you might discover some issues that requires you to change the scene, some scales might not work out and your modular pieces might change…
The image sizes are small, and it's not possible to open them at a large size in a separate window. The zoom when you mouseover images is kinda annoying, and might slow down loading of the site. Include more breakdowns of the scenes; the overall impression is pretty good, but I can't see the quality of individual assets.…
If it helps to think of it as a classic marionette. The control rig is the wooden +, in it's own scene. The mesh/rig are the puppet, in their own scene. The strings are the constraints between them. First thing I do is create just a skeleton and bind the mesh to it. Save that as a "skin" file and reference it into a new…
I think that it is a good start but you really need to try and maximize your UV space and make some of the textures a bit sharper, right now all the colors are blurring together. Also the texture on the window of the sunset does not really match the scary broken down house that you are portraying I would try a simpler…
Seems like a Shelf button would be the best way ;) Whargoul's idea is a solid improvement though, a more generic scriptJob that queries a specific custom attribute is much more flexible than a hard-coded one, and allows multiple of these "master control" objects to be used without writing more than one script. You could…
Hmmm... I'm going to have to disagree with this. As you can see... this entire scene is fairly desaturated to begin with, and those pipes are a welcomed colour. Now... the problem is I think you need something to balance the scene resting at the bottom. You kinnndaa have something happening with those red cola cans, but I…
For me at least, the two things that are killing this scene are the lighting and the sky. The lighting of the scene and the sky do not match each other at all. You could try to integrate the lighting from the sky into your scene a bit better to see if it helps. Right now it should be casting a orange/pink light from the…
KP> There's also the feature to set your own default scene under the options of File > New. Meaning you can tweak a scene file to your liking, and have that as the default scene you start of with when you go New. Many things you might not have thought are saved as a scene-specific settings, such as Framerate for instance.