you have bad lightmap UVs or bad lightmaps. Try rebuilding the lighting and if that doesn't fix it check the lightmap UVs. It might help if you have a look at the scene in "Lighting Only w Texel Density" mode to check for poor lightmap UVs.
Add a slight blue hue to the spec for metal, that will help give it the blueish look. Also google metal patinas and tweak / overlay / soften light w/e works for you, it helps with some slight colour variation to break up the metal etc.
Hello I present a mobile environment created on Unreal Engine 4 You can see this in online preview (W and S camera movement): day and night version video [ame=" https://www.youtube.com/watch?v=3l1pCwv0_hI"]https://www.youtube.com/watch?v=3l1pCwv0_hI[/ame] and some images
I don't think so. However, you can narrow a search engine to only pages that have been updated within the last week: https://www.google.com/search?hl=en&as_q=3d+contest&as_qdr=w
The internet archive has a copy of this page w/ the relevant images. http://web.archive.org/web/20151113031140/http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1
Agree with @Anthny, for a level with such high visual fidelity, that harsh transition b/w snow and brick is jarring. That being said, I think the shader you've got on your stone is gorgeous, and the whole environment is very well done.
Awesome work, for your high poly renders do you just render a out a pass with the high spec materials w/ shadows and then also an AO pass which you turn into that rust color? looks really cool
Funny how we can overlook the basics, lol. I think this composition will allow for a more intense color and value contrast b/w foreground and background. I'll still play with it as I add in more assets. Thanks!!!
Well when it comes to an application like Mudbox you will need a bit of good hardware to run it. BUT, for an app like ZBrush. I am using 4 gigs of ram and an on-board VGA w/ no DirectX, OpenGL support and I can run ZBrush great.