The assets are looking quite good. They have nicely defined materials. Maybe check the normals around the lower body of the clock (there should be hard edges). Also, on the couch pads the low poly could follow the diamond shape more closely. It should only be a matter of triangulating and positioning faces in a correct way…
Did you have a concept to work from? Also, what were the restrictions you had to work with? First thing that comes to mind is there are a lot of stretched textures and seams in the scene. The lighting could be improved, the scene looks a little flat. Looking at your wires, you could have put more detail into the high…
I like what you're going for, with a linear progression through the scene. I think less shots and more cinematic scenes might play in your favour though. It's also a scene that would really benefit from a 360 render of the interior as well, I'm not sure how you'd do it and keep the quality high, but I'd love to look around…
Yeah, I've been wondering just that. It really depends on how you configurate your shadows... Yesterday I've worked on a scene to study lighting, ambience and post processing and it turned out pretty good: https://www.youtube.com/watch?v=3FVhfHvw9Ro Don't mind the low FPS, I don't have a high-end PC and I had to record…
The scene in the concept is much cooler that your current scene. Obviously you want to be able to read your props well, but your interior lights are very warm looking. I think your window treatments also add to this, letting more of the warm sun light in. I'm not sure if you're planning on changing the bar area back to how…
Nice silhouettes and general structure, although lacking in areas and highlighted with bad lighting. A cubemap would really make this type of environment shine (literally), as it is a lot of the metals seem flat and mat making it feel very flat even with the close fog. It might have helped to have more light driven…
Not familiar with unreal, but if it's anything like other editors, your main directional light should be set to "cast shadows" and your objects either cast shadows by default or have a setting to "cast shadow" or the objects themselves need to be added to some sort of lightmap queue/static. Hit up the technical board here…
DAY16-18 FIRST SCENE (RUINED AREA) A good movie should composing more than 1 element, only bringing the characters into the scene is not good enough for finalizing a movie. In order to achieve my goal with one man band, I aggressively using multiple softwares for making the short movie: 1. ZBRUSH AND MARVELOUS DESIGNER -…
PopeAdam : Thanks man, yeah I find it hard to compose the scene, why I started making props to fill it out with. But yeah I'm prolly going to put it in UT from now and work on the lighting I guess. SHEPIRO: So building environment first as in just blocking out the props and just finishing the scene? I'm not familiar to…
Awesome work: the amount of detail and the overall look and feel of the environment are great ! Well done ! :) However I am definitely in agreement with whw about the floor in the interior: it's pretty clear that is untouched: as he already suggested you should add some damage to it as well as some wild elements (like…