- the orange glow around the temple is much too strong (and still to uniform as mentioned before), bring in a little more contrast, shadows, position a real light source (something like a big fire bowl) in the front of it to make it believable - I'd say as well that the blobby, contrasty bricks do not fit the concept.…
Hey Epic Beard man, its great to see you working on this and I am looking forward to seeing what you do here. I want to say, work more on your lighting. The preview for the floor looks awesome but inside of unreal it looks like soup. Lighting will help you out with that and tweaking values for the material. So it turns out…
decided not to make a new thread for this...but i think i'm 2x more satisfied this time with the texturing....decided to put off any design modifications so that I can understand how to "NOT SUCK in making epically bland textures"...sorry for the long time it took to redo the textures...wanted to learn more and was busy..…
Thanks! You' da man! That's why I never found it either. Well done hiding important stuff, EPIC. Heheh, at least it's not Cryengine, god bless. @Joakim - nice to see someone working on blueprints (I suppose a blueprint was used). Did you use a heightmap to make the water run into the crevices? Or does it need geometry?…
Yeah epic works in mysterious ways. I've completed the next project using this workflow, this time i gave all the hairs a random brightness. The Result was convincing, but too noisy and monotone distributed across a whole haircut, so i anded up touching it up a bit in photoshop to increase contrast and create bigger…
The whole trilogy did a second run at the cinema in the UK in consecutive years, so I was lucky enough to see them all on the big screen - it was absolutely epic. A few years later the first set of 'remastered' versions hit the cinema, so I got to see them too. I remember the audio in the remastered versions being much…
I'm fairly new to the UDK as well, only ever done a small environment for my portfolio so far. However, you should be able to adjust each light's individual shadow color instead of changing the environment color, not resulting in a green mess, as far as I know ! A basic camera overlay with a transparent picture should do…
Pretty much. UDK's automatic unwrap tool produces very messy lightmaps by default. But In the recent builds of UDK, Epic added an option to create Lightmap UV's based on your texture unwrap In the Generate Unique UV's tab you just need to select the "Layout Using 0 channel" and it will try to pack your texture UV's within…
i actually did a bunch of props,textures,decals, and vehicles for the quarantine map probably gonna go and show all the work i did might take awhile :P dont really want to clutter up the pages with highpoly models but with my new project im probably going to do that. what im trying to do is to show what i can do without…
[ QUOTE ] Here's my models, I made without reference [/ QUOTE ] *snerk* Anyway. Game looks awesome guys, I just checked out the preview at IGN and was so relieved to hear it wasn't a Civil War game. It actually sounds a bit epic, especially the Pompeii part! You guys must be bustin yer asses to get all the content for that…