Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
Hey Polycount: I'm making what is essentially an art rendering test scene for the rest of the artists on The Maestros team. Blocked out chunks of our RTS Environment art so other artists, if given just the map and the associated UDK packages, can bring in the assets their working on to see if it fits well in the game.…
The hardest part with lighting in Unreal is the fact that the post-process volume can pretty much change everything. I'd consider turning off the post-process volume and disabling eye adaptation while you're lighting, just don't even worry about it until you've gotten as much as possible out of the lights. Just start with…
being a bit more specific would help quite a bit. i'll just go ahead and assume that it's for a realtime environment inside udk? decide on a daytime, pick a corresponding sky. put a dominant directional light in your map, give it the sun's color and give the ambient color in the lightmass thingie the dominant color of the…
Are you strictly going for a diffuse only look? If you want it to look more "metal" you can use PBR. It works with hand painted. In general, metal is very shiny, unless it's rusted or has grunge added to it. You could fake those reflections in your diffuse but they might look weird in a game (because that information gets…
Thanks for the feedback! Really appreciated! Latest updates: Sentinel baked down and implemented into the level. Spent a few hours getting Swarm set up on my laptop, so I now have a little 2 machine render farm. Lighting builds go significantly faster! Initial lighting pass done. A little closer to what I envisioned, at…
When you say light the scene you mean "sky" light or "environment" light, right? Because HDRI taken from photos usually doesn't have enough light intensity in what supposed to be sun area there. It could if you render background in a 3d soft but usually don't. So you still have to setup sun light source and environment…
Hey everyone! I’m a music artist gearing up to launch a new CGI-driven project, and I’m looking for a passionate, knowledgeable CGI Artist to join forces and co-create an animated music video. If you are looking to build a massive, standout piece for your portfolio and want to work on something highly stylized and unique,…
yup UDK generate unique uv's is like making a second set in maya. Never lit a night scene but maybe a dominant directional light on low brightness might give the moon lit feel. Lighting is a whole another beast :)