Hi @ScottColverson well your overall scene looks great, sells the mood and story in a good way for concept art but not as a game environment. However upon closer look I noticed few things that you might want to update to take this at current gen quality standards. *Stairs and floor panels look too thin like wafer, add some…
It looks like you have 5 or 6 texture maps? Why? this could be done very easily with only one map at 1024 or 2048 resolution. Like Serei and David Wilkins said the model seems pretty blocky for something using 8k tris, it needs some optimization for sure. There are lots of places you continue cuts through the geometry when…
So... There really isn't much of a "progress" but they had to be remade so they can work as intended. Mostly technical stuff related i want to share with you guys. The old setup separated the the mesh uv islands in "Materials" so we can have the best look inside the UE4. However this created an impossible setup and we…
Hey Vlad, this tower environment is really coming together, got a few crits for ya that'll hopefully help it come together even betta :) - Use less black in your textures. Right now you're getting a lot of black in the scene overall, even though it's on top of a tower outside, where there's light coming from almost every…
@Madwish It'll definitely check that, what an awesome feature if I can implement it! Definitely want to get some dusty dirt in there. I looked at SSAO documentation and it confused me a little, but I think I've been using it anyway? All the settings in the Post Process Volume? I could play with those a little more to…
Here's a recent story that happened to me: Back in late 2008 I was living at my uncles house, sense had just graduated from college a few months prior and needed a place to stay. Well just a few days before xmas, I was sleeping when all of a sudden I hear banging on my bedroom door with a "open up, its the police". I woke…
The problem with this scene is nothing looks like it belongs together in forum or color. Each asset by its self is nice but when together everything breaks down and it becomes obvious that none of the pieces belong with each other. The 2 different wall pieces, 3 different pillars and floor are all extremely different. All…
Use forward rendering + single pass shaders that make use of forward rendering. This will allow each object to use a single directional light + any number of vertex lights but usually limited to four in the shader. You can add the vertex lighting calculation into the vert section of your shader. UnityCG.cginc has two…
Hey guys, thank you very much for taking the time to reply to my thread. I would like to say that I dont use Quixel anymore, I used to use it on my old portfolio but now I just get very specific masks and I dont use them all the time. My texture workflow is this: I bake some material masks from a diffuse map in 3DsMax,…
Looks great man! I have a few crits. First off, her torso look very long...probably could be adjusted even in low poly stage to be more proportionally correct cuz right now it feels off. For her armor, while I don't mind the design, it would be nice to have more material breakup and areas that separate. Once you zoom out…