There is a simple example. I apply a material to the model and then I add a paint layer to this material. I paint something on this layer and see changes in 3DO. Now I delete this new painted layer while I am still in a paint mode. After that 3DO starts to show crazy things - missing metalness or roughness layers. If I…
Need a simple animation of the camera through the area - rendered video of traveling inside the eye model. On a tight schedule (by 8.30am GMT on 22 September). If they create it with low enough quality it can be rendered in time. The artist will need to animate the camera, light the scene and render and put the frame…
Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
The update is a lot better in terms of lighting. Your professor is right about lighting. As far as I know, lighting and a huge amount of actors on the screen at once are really big resource hogs in Unreal and even then, it can handle a lot. It all comes down to the machine then. I wish I knew a good range of lights to use.…
Looks great man. Another lighting issue I'm seeing is the lava lamps. Right now it looks like you're using spot lights. Also, I don't think lava lamps are bright enough to cause that much light to appear on the wall.
I'm not a huge fan of the lights. The lighting looks great, but the actual lights themselves look far too white and bright to be down an alley like this. Great work on the textures, I really love the ground. Maybe add some variation to the wall on the right?
There definitely needs to be some more contrast in the lighting, right now everything feels sort of washed out. Maybe make one of the lights busted out towards the back, and perhaps a light coming from around the corner of the stairs in the far background, just to draw the eye through the environment. It also appears most…
@ MrOneTwo: Thanks! You're totally right, I noticed that the decal doesn't look right just when I posted it. I was actually planning to work on the final lighting tomorrow, and already thought of brightening everything up a bit - it's good to know that other people think so, too ;) But I guess I'll keep the barbwire, I…
nice work so far man :) I still believe you can do more with it though! Let me do a quick paintover for you to push it a little bit with post-processing/lighting. You want to make sure you up the brightness/contrast of the whole scene. Makes sure that the lava parts of the level give off some proper bloomish effect. Right…
@Two Listen: You might be right about that inverted look. I'll be looking into that especially considering the direction I'm going with the update below. Having some sort of light catch there would be a good idea especially seeing as the spine swings out through there and up into the tail, it creates a little shelf…