Am I doing things wrong? How do Environmental artists take references art of a scene or concept and create a 3D scene of it and it's nearly identical? I know pracitce and skill are huge parts to this but is there some kind of technique that they use to set up the scene with the right angle?
hello some scene and breakdown of my work on a interactive dark ride for amusment park (more detail here http://www.alterface.com/en/haunted_house/the_house/) all render in unity a catacomb scene,the camera is not mobile a breakdown of my work (lightning,shader and concept by my) other scene (still wip) and a breakdown and…
Completely scrapped my lighting and started from scratch - and very glad I did. I'm much happier with this scene now. I owe it to Josh Lynch for telling that this scene wasn't hitting its potential due to lighting. I didn't truly understand what DFAO, Lightmass, or Volumetric Lighting were or how they worked, so I watched…
For the past week I've spent a lot of time researching lighting in Unreal and I think the scene is in a MUCH better place than it was last week. I'm definitely not an expert in lighting and still have a ways to go before it's in any kind of finalized state. I've also been tweaking the materials and blueprints in Unreal to…
No problem man, glad it worked out for you! It looks much better now. I have some crits on your Halo scene. Structurally, it looks pretty sound, barring some spatial and proportion differences. For example, in the concept, there's a walled in vertical space above the machinery in the top of your scene. The metal barrier in…
Project folders will go wonderfully with your desire for tidyness :-) Whenever you open up a new scene and want to start a new project: 1) Go to File>Project>New 2) Here you can give a name for your project folder (let's use "My Project" for this example), as well as where it will be saved to. So if you make a folder…
@Tomtegubbe My reasoning is all based on the provided screenshot of the 'previous artists' scene, the provided references and the feedback that was received so far. The 'fog' is to simulate atmospheric perspective, similar to the previous snowy scene. It helps to make the characters pop out from the background as well.…
It's a little buggy as it is an older plugin from around the XSI 3 era. 2010/2011 has editing user normals as a standard feature which works a lot more smoothly. There's quite a few different ways you can go about bypassing any visual glitch and seeing it with your texture in older versions, though I generally only use…
Yes, vertex lighting is just a method of baking lighting values into the vertex colour information of any given geometry. As a result the quality varies hugely depending on the complexity and topology of your mesh. For example, long thin triangles with different vertex colour values at each point of the triangle will look…
Dear Mat (and your effect), This scene is really coming along. Your sculpt is lovely, and it looks to be making a great little vignette. Two things stand out to me: Your colors and your lighting. Your colors are all coming from that same warm tone family - Reds, browns, oranges. I think the scene could use a little…