liking those ground textures. One thing to keep in mind with putting it in the engine and keeping the wet feel. Specular is based entirely off the lighting in the scene. If you don't have light bouncing off the surface into the camera, or reflectivity (cube map or otherwise) it'll be hard to make it look wet... and that's…
Short(ish) playthrough of our first greybox pass submitted for today: https://www.youtube.com/watch?v=RU3M_fI2S5c The movement blueprint for the cat as well as the lighting for the scene are very much still a WIP - the cat placeholder we're using is currently substituted into the default Unreal third-person character BP…
I think you are trying to hard to have variety within your scene, trying to cram more details in to create that wow factor. Take a step back. More details does not necessarily mean its going to be better, far from it. Less is more, more times than not. I am not saying this in an attempt to have you redo work, remove…
pior, I looked at a bunch of pipes which I swore were static, but on closer inspection they had the most subtle environment map that barely moved based on camera angle. Also some of this baked spec could be just baked lighitng, like the highlight on a lambert shader when you bake directional light on to it. I'll take a…
You need to spend more time on your lighting. I can't tell what is happening here. Work with only one directional light, and your ambient/global light. Dial those in. Start with your ambient/global; you want that to be set to your darkest dark....meaning this is what the viewer sees in the darkest area of your scene.…
Another update for the lights. I changed the spot light of the lantern to an omni light, added another spot light at the front right of the cart and played around with the various settings of the skylight, hdri and artificial lights of the scene. For the hdri i kept the Tokyo Takeshita that comes with Toolbag. I'm working…
some questions regarding using both dynamic and static lighting. working on a level that uses dynamic outdoor lighting, but anything indoors is set to static lighting. Does a lightmap get baked down to a texture if there’s no shadow information on the mesh? If there’s partial dynamic light and also partial static light…
I'm loving the new suite so far, it makes texturing so much easier. However, I have encountered a slight problem when using textures generated with Quixel Suite in UE4. All of the models that I textured with Quixel appear dark, almost black in the UE4 editor viewport. This is not the case with the models I textured using…
no... ;) Your edges look a lot sharper then in the reference. There are a lot of subtle things I think you are missing, and the lighting in your render isn't the greatest. I see a lot of cloudy color variation in your reference and slight grunge. All your edges are pretty scrapped up, where in the reference its much more…
I think both the body patterns and the scales make it a bit hard too read, because they are both very contrasted. If you look at a real frog, you'll notice that most of the scales are very tiny. They appear more as a slightly speckled texture than anything. I think this particular reference image is really cool, because it…