A lot of dragon encounters WILL be unscripted events (as I understand it). To my knowledge there's no set number of how many dragons you might encounter during the game. And their actions are, presumably, largely unscripted while fighting them. Same with many other encounters. To reference an article I read some time ago,…
I'm no expert so take my advice with a grain of salt. I've seen your work before and I feel the same way now; I think you should show more of your Environment Artist capabilities than you have now. Nothing really tells me (aside from the UDK level you contributed to) that you're an environment artist. I'd recommend coming…
Thats a good idea Johny. I wonder how much AO you could fake using that technique? The table looks like its a custom texture? So he might be able to paint/bake some lighting into the defuse, same with the other props. If the floor is a fully unwrapped texture all to itself you could paint the shadows right into it as well…
Hi everyone, recently I have started working on a new personal project. The main focus of this project is to work on my lighting skills, while also trying to improve my other skills. The simple plan for this environment is to create everything and then come up with a few different lighting scenarios. I currently have 3…
To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
Hey there, those are pretty good materials. I find right now that the lighting looks flat. It's hard to tell what's what. You need some different points of interest. Maybe have a neon sign or two, street lights... Vary the types of light in the area, a night scene doesn't have to be pitch black. Something like this. (It's…
Well, its all about context right...and you're limited by texture space. Maybe give it some spec or if there is already dial it up a bit. Also, its looking kinda flat... as in theres light coming from everywhere. I think it would look better with a defined light source and maybe a couple dim fill lights just so you get a…
Hey thanks for all the crits so quick! First off, how about the pterodactyl EATING the men in feathered masks, and hence, blood? :) With the trim texture map - I was under the impression that each separate object needed it's own map (don't ask me why) but it sounds like you can cram nearly entire scenes of this size onto…
As lewis said it is a good start.. I think you have your scale of the objects within the scene correct, but the lighting is to bright and happy. Your lighting is to blue you need it to be warmer or more yellow. Also you lighting fills the stairs while in the concept it comes from a sky light, the windows from the door atop…
Going off your description, a lot of times you will want metal in UE3 to have a specular intensity over 1.0, so I would try plugging your spec map and a scalar parameter into a Multiply that plugs into the spec output. Depending on how bright your texture is, try values around 1.5-3.0 And don't put your spec power up to…