I decided to make one thread that I would use to share my work from now on. Saves time and space. After the great hard drive failure of 2011 where I lost my Jurassic Park project I decided to cut my losses and start something totally new. Below is what I have of my new project, a UDK based environment based loosely on the…
rted my next project and decided to do a small enviroment scene. Topic: Scifi mine shaft/entry Things to learn: Sculpting, use of Substance Painter, Scene Set-up in Unreal4, building up a workflow I already did a small blockout of the scene and did a some low-poly work on some props (Entry, rails, generator). Required…
The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
For the house scene, the night time scene looks like you may have simply dimmed the background which is not how night time works. Usually you would still have some skylight going on with shadow/background colors pending on time of the evening. The sky would be mostly visible too unless it's a stormy night. Also the…
Very nice scene! A great addition to your portfolio. Some fog/mist would be cool. I used some in my scfi corridior in my portfolio. There's a mist cube actor or something you can add that's in UDK. You can scale the mist cube so it spreads across the floor. Also something that would REALLY make your scene pop big time:…
This is an old thread I know, but I want to add to it as it is a great idea of a scene. Would love to se a remake of this with current technology. The scene looks very promessing, great job especially on the details. I had a darkroom a few years ago and was very active (nerdy) about how to develop and such. I would…
For my university project, I'm making a Victorian-styled living room, and I'm hoping to have a more realistic-leaning outcome for the project. This initial post is a mixture of my first few weeks of progress [ Week 1 & 2 ] For my main reference, I am basing my angles and overall room setup from this artwork on Art Station,…
You're painting that scene from imagination. That scene doesn't exist in the real world, there isn't a photo of it for you to look at for reference. For you to know where the light is coming from means that you have established where it is coming from. You need to ask yourself questions: "are they in a room? are there any…
Got an issue here where I've got this strange AO like effect around objects in my scene, and I've no way of curing it. The effect seems to ghost a bit when moving the camera in the scene as well. I have previously edited some post process effects through the UTPostProcess in FX_HitEffects, and more recently I've updated…
Hey, I really like what you've got! I have a few comments and suggestions: 1. I like the flags, definitely cheers up the place! 2. I made a similar scene once, and I always regretted not adding some garbage to it. Little piles of random trash can help a scene feel alive and give evidence of the characters that might live…