Last Crusade Had alot of fun creating this scene in UE5 using megascans and medieval collection assets. I created the roughness map in Gaea. For lighting up the scene, I used a few spotlights, a very soft point light to illuminate the roughness of the ground. Thats it :) Some more renders on my Artstation:…
+1 to straightening your uvs aside from that, is there a soft transition between the base and the next segment in the high? if not, you could bake them in seperate passes. I think what you see is the rays hitting the surface of the base
I definitely think before you call it done you should go through and soft select the bottoms of the tires and squish them in just slightly (like in the reference pic). It helps to sell the weight. Really awesome job!
For the SplineFFD, you can check out rapidTools set here https://rapidmxs.com/store-main/rapidtools/ it has many other cool functions as well. If you want falloff just turn on the max standard soft selection.
Shapes are too soft, everything looks like blobs. Make sure everything is defined before moving on to detailing. Go through each piece of clothing and do a pass or two on them. Just focusing on each. Good luck!
id say they are a little bit too soft, but your on the right track. I also agree should model a window, poly's are cheap. and while that crack moving across is seamless, it does make a noticeable pattern when tilling.
You would do ur work justice if u rendered it with clear and soft lighting. Your texture style includes so many highlights, shapes and overlayed shapes as it is, your light setup only conflicts it. Less will be more.
Reading over the rules hawken specified, there was no mention of 100% illuminated colour maps. Specular maps are permitted as well, so I would assume the soft/hard edges would be somewhat relevant to get them to display right.
Yea will have a crack at that later tonight Joseph, didn't have my tablet with me at uni, so i just went with basic gradient fills not soft brushes :P Heres the other one i forgot to upload
specular = what color the light reflection is and how bright. Glossyness = How big and soft, or small and sharp the light reflections are. You really only need a gloss map where there is 2 different looking materials on one texture.