I really dig the style of this scene! I'm curious if you're using a pre-made UDK skybox or if you modified it/made your own? Speaking of your atmospherics and lighting, I think you're relying a bit too much on flash and pizzazz before considering ways to push your scene traditionally. Like a great painting, lighting,…
Everything looks really washed out right now. Maybe add a little bit more blue into the main light color. It might also help to see some shadows from an additional light source You have a lot of complex shapes but with the main light at such a direct angle it doesn't really allow any of those shapes to project their…
From reading the stuff about secondary specular for carbon fiber in the tb2 beta thread I'm curious as to how that might look. I might give it a go sometime, although I'm not entirely sure how I'd go about the anisotropy stuff. What's a good source to get info on real-world materials and how they behave (Or is looking at…
I live near Seattle, it IS damned warm, and I heard Wednesday is supposed to be far worse, but I have lived here all my life without AC. Shutting the house up tight during the day and leaving the windows open at night works. But it only REALLY works if you have something to catch the sunlight OUTSIDE your windows before it…
Thank you for the comments @Elivenger and @TAJack! @Elivenger I was going to aim to match the lighting initially, but then I might do some variations afterwards. I had been thinking a dawn sunrise might also look quite cool. @TAJack I hadn't given much thought as to how I would do the lighting, but you're right! Thinking…
[ QUOTE ] but it needs a reflectivety map, a second light, a shadowmap and alphablending [/ QUOTE ] hey sure it's far from perfect I might do another version with two lamps. I won't split up reflectivity from specular tough, seems like a non-sense to me. Shadow maps is doable too, but will make the shader again more and…
pop some under-lighting on that sucker (the jesus pod)- right now it just seems to have a harsh white light on it and it flattens it quite a bit. put a harsh orange light being projected from the base (al-a the scary flashlight technique) and a nice subtle blue bounce light from the foreground to fill out the darks should…
Portfolio: https://www.artstation.com/oweneljayi Email: owenbussines@gmail.com Discord: .mr.owen I’m a 3D Environment Artist focused on building high-quality, game-ready worlds in Unreal Engine. I work across both stylized and realistic projects, handling everything from modular kits and materials in Substance Designer to…
So basically I've started making a level in source and im getting all sorts of weird shading on my static meshes. These props are really simple, have only 2 textures, (normals and diffuse), and the collisions are just boxes. I suspect that it has something to do with the normal map, but I'm not sure. The last image here…