From what I see I think your materials aren't reflective enough compared to the concept. Especailly the metal in the kitchen (is it aluminium in the concecpt?), the floor and tables. Also the light in the kitchen is brighter in the concept. Think of fluroescent tubes for hygenic places. I might as well tone down the…
That is a dust cover cap. The OP has moved it off to the side, as if the device is being used. At OP, the part you called a flashlight is indeed a flashlight, but it is not a visible spectrum light. It's called a "flood" light. It works similar to an ordinary flashlight but only emits in a spectrum that night vision…
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…
Really enjoying watching this piece come together, your thought process is fun to watch as things develop. Also, loving the texturing and shot composition - such an epic stance! I had a couple little things to add on color/lighting/atmospherics that might bring some attention to a couple of things you might consider…
I think the idea is quite cool but there are some things that are throwing me off a little so I've written some notes on how you could improve the scene. 1. My biggest take from this is that the texture's are looking quite flat. They don't seem to catch the lighting very well which results in them quite flat. As you…
Ok, so after this little post and the subsequent response by Teodar23 I decided to re plan my whole scene. And here is the thing i managed to make on the last week. After struggling to find something unique doing some sketching on the old scene,started to lean on to something with nature stuff on it. Here is a crappy…
Hahaha gotta love B1ll and his charm =P But damn it he's right. That paint over I did might have been a little over the top for the style you have going. But the idea behind it still stands I think you need a few strands of hight lights to break up the big top stripe look. Defiantly with the goggles on and the "paint by…
Good progress! Re: Histogram There are not tools in Unreal to update the lighting from histogram. It's more of a general tool for you to know where your values fall compared to your reference. Or if they are too dark/bright/not using the whole range. You can get the histogram in any image editing software like Photoshop…
SHOW REEL : https://www.youtube.com/watch?v=q5lo9hU4sEo Here is my portfolio with my models & more animation, Also my enviroment models : https://www.youtube.com/watch?v=tHql1qsQOcM Here is something i have worked on for the past couple of weeks : All models were done in blender in this scene. ( Textures were also done by…
ok there may be a terminology problem here - in udk you can definitely link a light to another object - but this is more like a heirachy link where it inherits the motion of the other object. What you want sounds like lighting channels. Have a look in the properties of the light and there's a drop down called "channels".…