Hey guys, I already opened a thread with this over at the new Unreal Engine Forums, but since getting more feedback never is a bad thing, I will now just shamelessely copy in here what I already posted over there to just get both threads on the same level content wise :D So yeah...in this thread I will share the progress…
yeah thats something your engine or the shader will have to handle and yes stuff that brightens up the textures is MUST other wise you'd have to add hot spots around light sources with additive decals but its a pain. something that i like to do for ground stuff like terrain and streets is bake a highres-lightmap than cut…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
Weapon looks good but realistic lighting as you've already noted needs a bit of work - intensity, scale, exposure...etc. “Anything worth doing, is worth doing right.” :+1: Edit: Also this might be of interest - https://www.artstation.com/blogs/benbolton/YPL3/lighting-for-asset-presentation
Great project @srinivasjlkm! A lot of solid iteration at techniques. About 80% there. Couldn't resist doing a quick paintover pass to get it closer to 90% without much work. 1. Your fog cards were quite sporadic creating some muddle lighting tones and colors. Once cleaned up and colors and lighting brought together the…
Yep, you'r right. Pushed my working hours a bit over the edge last night/this morning :P I'll go back and tweak some textures and take away the third directional light from the camera pos and change the setup to a three light setup.
You're going for this kind of look right? (see below) Then I think you should try to get a more diffused, lower contrast lighting. Right now it looks like you just have a directional light and no sky light, giving you super dark, very sharp shadows. Definitely add a sky light. Most of the images of this Tiragarde…
@Toafaloaf - Thanks! I want to see it with water too! T.T I'm downloading the newest Unity right now, hoping its new shader builder thing will let me do what I want. I like your model, too. Your vines feel more "alive", especially at the back where they're wrapping around the wing. Very cool. I think the biggest thing…
Thanks motenai I watch the preview of your video and it seems that I am misunderstanding what "hand painted" texturing is. I'm actually using AO, Normal Map and cavity to help me paint my texture and even photography. But I'm painting most of my texture and use these map and picture to improve the overall result.…