@Dvids I think the height looks really damn good, the only thing that is a little off putting is the knots in the wood, they're very circular and don't fit the more oval shape of the wood grain around it. I might also try displaying this on a flat plane or slightly rounded cube, the smooth cylinder is really throwing me…
Racer brings up great points.. I just got the 2412s instead of the 2413s as they were a bit cheaper.. Just picked up two of them and love them. [ame="https://www.amazon.com/gp/product/B005JN9310/ref=oh_details_o08_s00_i00?ie=UTF8&psc=1"]Amazon.com: Dell UltraSharp U2412HM 24-Inch Screen LED-lit Monitor: Computers &…
Some little things i noticed.. Marcus hair is still weirdly lit, it strobes whenever theres gunfire. UE3 features SSAO now, it is not apparent in this video. The new character lighting seems to be in effect. The brumack seems to have gotten a face-lift. Theres no brown filter over everything anymore and the bloom seems to…
Nice work man, and yeah he does look a bit like Kevin Spacey... I dont get the glowing tops of the pockets. Why do you want your thigh to be glowing? Than again why would you want your head lit either... as it the one exposed area that can get you killed the fastest. looks cool either way.
I've seen banding in the backgrounds in a lot of Toolbag 2 renders, so I figured I would write a short post explaining why it happens and how to fix it. First off, the underlying issue is a problem of bit-depth, there simply isn't enough values in an 8-bit image to represent a perfectly smooth gradient. The effect of this…
I completely agree with rollin. It's a waste of resources if you choose one over the other and it makes you're pipeline a bit of a nightmare if you see them as opposing factions rather than as part of a possible solution. I'm mostly going to talk about faces, because that's my point of reference but it applies a lot of…
@Spark - Wowzers, Luvin that Concept! Moss, vines, and/or dirt covering the robot (maybe it was buried underground for awhile?) would help the tree to fit in a bit more The tree looks a lil' out of place atm tho :| jst my 6 cents..
Really like that paintover Ben. Just to add to it a bit (maybe you can get some more ideas from this Justin) to also help break up the tiling on the back buildings (besides fixing the texture seams) maybe try adding some smaller windows. It looks like that area could be a stairwell. And for the building next to it (the…
I would guess so! I know that I despise any sort of lag, or anything that breaks creative flow, and I think that really plays into resolution too. I would say complex brush types also play into this. There is software with incredibly brush models, like corel painter, but the software is so slow and laggy, it just never…
I got a rough base color on some big things like the wall and floor. I'm unsure how I feel about the green and red, but I'll play around with it a bit more and see where it goes. Here's a side by side of the lit and unlit scene in Unreal. I haven't built or played around with any of the lights yet so I'm just using the…