It's definitely a step in the right direction, but I think the red colour of the pipes is darkening the scene somewhat. Remember that the Diffuse texture of a material is what colour it will be when fully lit, so a dark texture will only ever be dark, no matter how much light you shine on it. Add this to your naturally…
I like it, though for me, it starts to feel over-saturated now. I'd desaturate the blue light on the right, it seems almost as important as the pit right now. And perhaps the smoke reads a bit hard. It's all about contrast between the elements of your scene, it's all relative. Your piece has no player/character in it, so…
Well basically yeah, it'll be based on many shots. That's similar to how we're doing it now. We just build the sets, and when we need to animate a scene we load up the set, animate the scene, and save it as a scene file which will go to rendering later. Scenes COULD be long though. Would you recommend unity? Could you show…
The .tbscene file saves all material links by default, if you want to share your scene, you don't need to export materials. Exporting materials is mostly used for transferring materials from one scene to another, or for saving into the preset material system. .tbmat files store material settings and texture links. The…
So many plot holes and badly put together scenes I can't do anything but b!tch about how bad it was. I wasn't looking for an amazing story but I at least wanted one that worked scene from scene. There where scenes that given the situation would not have ever worked. Even given the "fantastic" nature of the movie some…
Hmm, Thanks for the replies guys. I actually tried that on the scene. There it would not work properly. Just made a quick little test scene with 4 cubes and a sphere and it works just fine. No clue whats going on in the scene that got sent over to me. I'll have to take another look at the scene and see what it does.
Actually you can use both but it depends where your scane will be at the end. If it's going to be just "static" scene rendered in marmoset or if you will record a video from ~2m distances in UE/Unity with fancy non static effects like moving water(flow map), wind, godrays... For generic objects like floors, walls you can…
Hi everyone I am currently attending university and I am currently working on my FYP an investigation into the aesthetic differences between survival horror and action based environments altering only lighting and texturing while keep the structure of the scene the same. So far I am not massively pleased with everything…
Greetings, I'm Erasmo from the Dream of Darkness team. We're a small game dev studio based in Mexico City and we're working on a Lovecraftian horror game centered on the fall of the Aztec Empire. We're currently developing small but playable prototypes to validate our key gameplay features. Our current version is very…
Find your scene in the content browser, right click, hit export pacakge. Unity will figure out what assets need to be included with your scene and export a .unitypackage or you could just grab the lightmaps by hand since they are normally stored in a folder beside your scene, with the same name as your scene. Which…