Hello, this is my latest Unreal Engine lighting project. I’m always open to feedback on my project. I baked the lights with GPU Lightmass, adjusted the color balance in Adobe Photoshop, and made additional adjustments in the Post Processing Volume within Unreal Engine. I also edited the video’s color adjustment in DaVinci…
this is a standard at some workplaces. crunch in some form will be a part of the vast majority of game jobs. excessive crunch will be a part of jobs with poor managers. where i work now i've been here a year and have had no forced crunches. I have put in extra hours myself when i've felt i've fell behind on a project. but…
Perna: Steam or no, What you said was that current gen pipelines are much faster. I want to know why - it could valuable information... and I'm here to learn. But fair enough if you cant be bothered. Because I cant speak for anyone else I can only take a stab at how long he actually spent on the texture ( oldschoolers feel…
I made more tweaks to the lighting and some of the props according to feedbacks. For my main lighting scene I’ve generally kept it the same, but I have did tried different lighting scenes (see video) (I hope it plays) Also this is the final (?) version after trying a bunch of stuff properly rendered:
Looks nice! How did you use modular worklfow? It's not obvious from your shots or text. It just looks like some renders, It would help to provide breakdowns, showing texture flats, individual modular meshes, a bit of text about how you combined them, what renderer you used (hopefully a game engine!). This building is…
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When I did rigging in Maya back in 2017 I thought their tools worked fine especially when compared to say 3D Studio Max. What do you expect the parent constraint to do that the one in Maya isn't doing? I thought their Parent constraint did both the rotation and position and that is how it was different from say the…
Hello :) I'm working on a new scene for my finals at Uni and I'm just having some problems when building my lighting, It's seemed to always act this way and I can never really get around it, of course building in higher quality improves but the results are still extremely taken back from preview with dynamic lights, how…
@sectuars: yeah the older stuff sits at a 72 DPI threshold of lame. the newer ones are at 300 native files at home. @sandbag: thanks man! i appreciate your first reaction and honesty. @uneditablepoly: glad you dig the castle crasher stuff and good to hear your pals liked it as well. @lampoly: to be mentioned in the same…