Looks cool. Shadow on the wall and the car are in one line that looks awkward. Also lamp bulbs feel like rusty metal. They don't look like dirty glass. Maybe try to do them less dirty, desaturate a bit and add slight translucency/opacity. Metal pars of lamps themselves blend too much with celing/top of walls because of…
Available on Fab and Gumroad Contents: 1. Introduction 2. Initial Setup 3. Settings 1. Introduction Invisible Wall Creator is a tool for Unreal Engine, which enables you to quickly create collision walls around your map or around areas you don't want to allow the player to have access to. The tool utilizes splines to…
some nice work, I like where it is going. in terms of critique, I have a few suggestions that might help. starting with lighting, 1. you have no visible light fixtures, which makes it difficult to know the source of the light ( it generally seems like omni's everywhere), leading to no directionality in the scene making it…
Hi! We're developing a stylized top-down Action RPG with 2D pixel art and mixed media elements. The project draws inspiration from titles like Hyper Light Drifter and Omori, blending expressive pixel animation with surreal, reality-breaking environments to suit our game's emotional narrative. Our current team includes two…
Your lighting looks a little confusing. You have the moon which is your key light situated in the rear of your composition, yet the light areas and shadows suggest that the light is from a source parallel to the windows. The sun and moon cast very parallel lighting/shadows because of there distance away. Also if your gonna…
I'm still far from getting the brick look I desire. I've been playing around with the height map because I couldn't figure out why it looks so flat in Unreal but not in Substance Designer. If I want to incorporate a specular, what value should I set for bricks? Additionally, I would be grateful for any tips on how to…
Thanks Kees! The area light is made using a spot light because its the only light that has a rotate-able light view prj. So I can create an area by offsetting its position left and right, up and down with a transposed light view prj. None of the other lights rotate the projection on the z axis. As I control the bias inside…
Great work overall so far! I love the mood of the piece, and the old beat up feeling of the desk! I agree with Cobra on the blue/yellow lighting being a bit jarring. I personally am a huge fan of warm/cool lighting set-ups, but I personally think it works better when they aren't battling each other. That being said, the…
Hey kids! Thought Id write up my process of how I painted this piece. I typically struggle with perspective a lot, so I wanted to integrate some small tricks using 3D in this to make sure I didn't fail too hard. I recently watched a tutorial from the badass Barontieri, and he actually used way more 3D stuff than I had…
@Adelphia Ok, I see what you and Meloncov are getting at now. Whether the apparent lack of reflectivity is the result of the flat, low environment (sky) lighting and little significant screen-space reflections, or the materials themselves, I can't say at this point. I'm settings up the environment in UE4 atm. If the…