Thanks for the feedback! Lighting's definitely not one of my strong points so I've had another go. I've also added a slight red/orange tint to the key light, and a blue tint to the fill light for some extra contrast. Hopefully this is a step in the right direction! Really digging the idea of some particles such as plasma…
You also have to worry about vertex lighting. With the clipping example on the right, you have one vert hidden inside of a cylinder, which would shade the triangles darkly. In some cases it could be exactly what you want, in others probably not. With that vert in the center there's a good chance you will get whats on the…
Just for fun a progress set of the room I'm going to focus on right now as per given advice. And the attempt at reaching a better light set up. I like to think I have at least managed to insert more of what the glow map looks like into the light set up as wel. I've also seen allot more of the specular pop up not sure if…
I'd say the windows in the second hallway to the right have a much more extreme angle to them that what you have in your models. this in turn is making the wall with the 5 on it in the concept look much smaller in your scene. I might try shifing the camera angle slightly if you're really trying to match the concept since…
Yeah I was trying to make a more affordable setup by creating a light tent (basically white light coming evenly from all directions) and using a rotating model in the hopes that I could maybe get away with using one camera taking multiple pictures as the object rotated. I understand that the lighting isn't supposed to…
This looks amazing so far. Kudos. The ceiling has some interesting complexity, but it might be nice to tie the ceiling into the rest of the room more. You could make a hole in the ceiling, letting in shaft of sunlight, maybe rain + splashes and associated floor damage. Or have some things hanging from the rafters, maybe…
Having at least one frontal lamp like in Maya gives a nice Fresnel effect. The other lamps can give some more nuance. I wanted to change the light direction based on rotation (instead of mouse-dragging the sphere widget), so I wrote this: import bpy If you open a Text view in Blender, click New (to create a blank text…
Oh wait you mean in terms of the realtime viewport display? Yeah there's a limit to how many Maya will use to light the scene in a viewport. But it wont affect a render. Check your mail btw. And for the windows I think an actual volumetric shaft of light poking out *might* be a bit overkill. But If you wanted that you can…
When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.
My demo reel: https://youtu.be/WUo543ztkcg The Logic of Fight Scene Design Having been working on animation and combat system for almost 10 years, I’m credited on several action games as art director and finished the main character animations by myself. I worked directly with multiple departments on combat system, and also…