I like it. The display in the center draws my eye there first, the left side of the scene holds the scene together well, and the contrasting blues on the right do a good job of balancing the scene out.
Maybe cubemaps? or reflection maps? A tip on the lighting, if you want a spooky, harsh scene, try lighting the scene from below and make sure the shadows are hard. Really helps to sell the scene.
Delete your pre process cache in preferences of Decimation, also delete morph target. Export as ztool and load it in a brand new scene and try decimating Check if by mistake you have lowered the memory / cpu use in preferences.
Another update: Have almost all of the elements textured and placed on the scene. Now to dedicate the remaining time to polishing the scene and fixing errors. Sketchfab link in case anyone wants to look into the scene
I do not have a skylight in the scene. This is the scene as it currently is: This its the scene with indirect lighting turned off: And this is the light angle: (Pointing towards the back right hand side of the room from above)
Thanks guys. Wich I had more time to workon the scene but unfortunate I think I have to stop and finish this scene later on. Nevertheless I got a little update on the scene :)
Morning all!! just need to texture the scene now and then do the characters for my scene. here are some finished scene shots, i'd like to put more detail in but my computer sucks!!
cool it works :) hm...that means i wwould have to create 2 scenes for a walk cycle for example: 1st scene contains the walk loop 2nd scene contains the path the charakter walks?
It's confusing to me that tuk tuk and powerlines are presented in Unreal, but the scene they are in, Shanty Scene, is not. Same goes for the camera and the pickman's scene. It's a bit of a let down to see them render in default max rendering.
XSI.scn - Scene File - scene .xsi - DotXSI format - geometry, local animation, texture .emdl - External Model File - saves selected Scene info externally for reference...geometry, rigs, lights, etc.