Hello guys,i am trying to make an ambitious scene and i already stuck with blockout because i can not make a correct proportion to look like in concept.Please ,if you have any tips to help me to have a good proportion.(Sorry for my english)
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Hey! It has come a long way. I'll just tell you what I think in a few points and you'll get to decide which ones to implement. 1) Materials are all the same You don't have any Dirt or Roughness Variation.. and if you do it's so subtle it doesn't come across. These assets are baked down, right? Add some Roughness to…
I'm working on an interior scene contained within a visarea. All my walls, floors and ceilings (they're all snapped to the grid as well) are made from Solids and all have the "Cast Shadows" flag ticked. Weirdly enough shadows being cast from CGF brushes are going right through the solids. Does anyone know the best solution…
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So, I'm having this same problem right now with some trees. Here's my process. -Tree trunk unwrapped on first MAT Channel -Leaf planes unwrapped on second MAT Channel -Apply Multi-SO for each material -Nothing overlapping for lightmap on Map Channel 2 (via Flatten and various different custom unwraps) -Export as .ASE with…
What? No they aren't. World properties has settings for character light environment. You can change direct and indirect brightness and contrast and other things there. So? There are holes between the wall planks, light comes in, hits the ground and bounces around. BAM, there's your indirect lighting for the indoors. You…
@Eric Chadwick I understand what he meant by rim light but since its already blueish I though he might have meant the lower right light. That might be a rim light too I suppose
This is a good start, but there are a few areas in lighting that would really improve and push the scene. * With as much atmospheric perspective that you have in the scene, those streetlights need a light shaft/god ray projecting downward. This can be done easily with a shader on a tapered cylinder. * I can see that there…