I did it again with screenshots, I will have to learn this wireframe render stuff..anyway, its possible to get an idea what's the topology about. I'm using v-ray with slight GI on and some lights around. All normal maps ofc, no displacement. edit: i saw now some weird shadows here and there, but it's a minor issue. :D
Thanks for all the feed back. Still working on this when I get a chance and I should have an update tonight to see what you guys think of the slight light change, etc. Added a few more props and still working on a few more (unwrapping and texturing now). Trying to make the changes with the feed back given also.
So I've made some progress here. It turns out that static lights don't work on grooms at all. Maybe I'm slow, but it's new to me that static lights only work on static objects - but it works on skeletal meshes? Are skeletal meshes static objects? But not on grooms, evidently. ^ Left is with voxels turned on, right is…
three are no sharp edges in real life. That's the main reason I can see for making a HP of the kind of model you've got there. All edges have a slight curve to them which catches light in a certain way- otherwise it'd be razor-edged on each side! The HP and bake will reflect this. It might seem subtle but the result to the…
as for non presentation crits, my only suggestion is that the white light (coming from outside i presume) is just too white, try adding a slight hue into it, just a little tint of blue will look good against all the warm colours you allready have in the scene IMO look sweet though! lotta hard work was put into this!
I like the lighting. And its really cool how far it is now with all the work you put in to it. Maybe you should have this evening scene as it is now. And then create a early-noon where the fog is burning off but is hanging in patchs to give a slight contrast and we can see all the nice detail and time you have put in to…
I've decided to shift all Unreal Engine tutorials and information, including free tools, materials, textures and uassets to my website at: B3D Game Dev http://b3dgamedev.com It's still in it's early phases of development, but there are tips on unreal tools already in there. I'm always open to questions or…
Hey there, thanks for taking an interest. The plugin provides tools to export decal atlases and trim sheets with customizable channel packing, and the decals mesh is exported along with the main mesh in an FBX so nothing is stopping you from importing the files into other 3d tools, like Substance Painter. As for the number…
I think the "why" of choosing lighting is normally just about composition. Where do you want to create contrast and draw attention, etc. But once you've determined the light sources in your scene, you have a pretty solid idea what to do. I'm no expert so my explanation might not be 100% correct, but I'll give it a shot: In…
The blade looks good on the sword. The grip could definitely use more love, give it some leather straps, etc. Lighting could also be baked in more into the hilt. Imagine trying to wrap your actual hand around the gun hilt. You'll see that your wrist gets blocked by the placement of the stock and butt. This is bad. I'd…