So, finally this long work has come to the end. It was interesting and very helpful for me. This is the most global work in my portfolio at the moment. I would be glad if you support me at the artstation - https://www.artstation.com/artwork/ELNQY2 There are also some interesting VOPs of this work on Instagram.…
The global lighting in the concept has a desaturated brown tone, whereas the lamp has a saturated blue tone. I would also turn down the godrays from the window, it seems more like a bloom effect in the concept. Window grunge could just be done as a grunge map dropped on the opacity of the glass material. Looking good so…
Looking cool! I'd increase secondary bounces for light/global illumination. The building in the middle on the last image, I feel the vertical cement beams need more of a separation from the horizontal cement. Maybe push the horizontal part of the structure in more, or add a bevel? Would be cool to see more curved buildings…
Thank you, Tom. Sounds like I'm going to maybe use some of my global game jam weekend watching Indiana Jones, haha. :) UPDATE: First of all, I made some planning sketches to make a few variants for the possible throne. I also made a scene blockout of what I have in mind at the moment.
ok, i've been having texture resolution errors because of mipmapping. I need to find a way to globally disable them. I tried the engine.ini file, but it didnt do a thing. I guess I could manually disable them.... but that would suck. Alright, i just updated the screenshot. I get rid of the important mipmaps.
wawawawwait what DireWolf and PhattyEwok said will surely get you to a result similar to picture 2 und 3 but picture 1 is a completeley different thing. while the later too actually use some form of global illumination the first one only fakes it. image 1 is an ambient occlusion render (just google for it there are…
Pushing back the fog helped a lot! AA is dependent on your hardware. Try a different method of AA. What setting are you trying to keep? Do you mean the console command/CVar? You can adjust the shadows per light entity and globally. There should be a CVar for shadow adaptation size, where the lower the number, the less of a…
really nice progress so far. The new lighting looks good, but you are losing a lot of details. I think you could increase the overall light intensity a bit. Have you turned on Global Illumination? You could also change the color of your sky, which would help to pop more details! Keep rocking :+1:
Some progress on diffuse paint. Getting there! Ofcourse no masks applied. I tried to add gradients where it felt needed via both a top down gradient for each item, a global top down gradient and brush with some falloff in 3DCoat. Any comments in this area are welcome. Next I will move on to adding some small details such…
A slow decade or two transition to Disney's full on PBR system. https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf And also Nvidia's real-time global illumination is really cool. I can see that being improved and used in games in the future. And I imagine as computers get more powerful,…