@ KristianT - Regarding your question about making a scene in 3d app or in udk. If its for the rough size/volumes test u can do it in 3dapp. Not even need to get it into Unreal. It can be just for you to roughly estimate the possible size and composition of the scene. Basic boxes/cylinders r used in such case. Regarding…
Hey! Was wondering how to save out an iRay 'template' scene. I saw that under the Scene tab in the 3D view that you can export your scene, but I'm not sure how to load that back into iRay after you've closed and reopened Substance.
Did anyone else think that there was a lot of scenes that were pre-rendered with ingame assets? I noticed a lot of added elements in those cinema scenes that seemed to be stripped off the couple of scenes they had of third-person in game. Maybe I'm wrong?
Hi! I wanted to get some critique on my recent scene which is made using Maya, Substance, and Unreal. I made this scene for realtime purposes, for games. I am new to polycount so I started with a finished scene. Please let me know what do you think. Cheers! Artstation Link: https://www.artstation.com/artwork/xzR0KR
I made this post with a lantern on it as a small part of a bigger WoW inspired scene. Ill be posting more updates with more props for my scene once they are all done, but for now i'm pretty proud of this one so I thought id share it! Any critiques or comments would help a lot, I want this scene to turn out really good :)
I'm currently working on a scene where I want some blue ambient light, but the only actual light sources in my scene are torches and braziers. Is there a way to make the central marble floor ignore the blue light sources I'm using for ambient light? - Because right now the reflections of the light sources are unjustified…
I'm using Unreal. First I turned off the fire place lights and had only the default skylight and directional light (sun) from the FPS template. That way I could adjust my sunlight coming in the windows as much as possible before adding any more light. You have to play with the indirect lighting strength setting of your…
Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
I want bake a scene that make it look better as well as dynamic light same scene. But, the result of baked scene is too different and inconsistent to I can't use it and must to adjust so many properties of lights. Have any good way to bake a almost perfect lightmap? Or It is have some better processing pipeline recommend…
Hey guys, I've been working on a scene and it's all been alright until all of a sudden after a light bake these strange, harsh, blue errors started popping up in the areas of the scene that a mostly in shadow. Any help would be amazing as I've got a hand in for this scene in the next couple of days! Thanks! Note: I've…