I think you need to make all your lights bigger in general, increase the radius. have large pools of light contrasted by areas of shadow in the corners. look at the witcher scene, that entire corner is lit up with a big pool of warm light. I would imagine a tavern like this would have a nice warm welcoming feeling for…
Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
I think in terms of getting a photo-like quality to the shots, a little more blur would go along way to reducing the game engine feel. Mostly because foliage is just never that pixel crisp between slight wind, depth of field, and the natural color and shadow variations that would be turn up in real life. I agree the…
corners with a temporary layout to test modularity. Ideally, light orange, blue, and khaki sections would all use the same texture. I removed the holes in the corners due to squashing effect. corners made using bend modifier and a slight manual editing to get the vertecies on the grid, or wthin 0.001 units. blue convex…
Thanks for the comments guys. SouthpawSid, the screen shot is in game. The lighting is baked however none of my objects are set up to receive or cast shadows I think. I'm still very new to UE. TheBat, yeah I noticed late into modeling that building on the right that it had a slight curve to it haha. I'm not sure if I will…
Cant go wrong with marmoset or xoliuls shader. I never really messed around with marmoset before this weekend..interface is a little clunky, but it does a pretty good job of displaying models with some built in imaged based lighting and some slight post process effects. I really dig xoliuls shader a bit more though. Its a…
Thanks for explanation, but there was other problem. I used Material Color Blend node to add some slight dust layer over everything. Because of this node my AO was too soft and it didn't give me results I wanted. I didn't notice it earlier, because there were other problems to solve. I had to drop opacity level for AO in…
Hey man. I think you went overboard with the wear in areas. Also the metal seems too light and uniform. It could use some cloudyness to it and slight detail. I think you should really take your time with the texture pass here. You know of racers tutorial and you can obviously see that its a ways off from looking that good.…
The normal texture is not compressed in the image. The pattern is in the actual texture. I tried what you suggested on the hand plane compressed version of the normal map by adding a light noise layer and it did obscure it a little, but it's still there. I think 99% of the time this would work for most objects (like…
failed to mention that the model looks great, especially the detail on the underside. looks nice in engine. what i meant by density was just that i think the surface could use a finer surface, in the form of slight noise in addition to what you have so far. but definitely more color variation would look cool: To Sean: I…