Driver side window was completely smashed in. They didn't take anything except for everything in the center console - which was a few mix-tape CD's. I don't get this though as my iPod, insurance papers, and disc player were still in the glove compartment. I'm guessing it was some crack-head looking for a few dollars 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…
@Toafaloaf - Thanks! I want to see it with water too! T.T I'm downloading the newest Unity right now, hoping its new shader builder thing will let me do what I want. I like your model, too. Your vines feel more "alive", especially at the back where they're wrapping around the wing. Very cool. I think the biggest thing…
Thanks motenai I watch the preview of your video and it seems that I am misunderstanding what "hand painted" texturing is. I'm actually using AO, Normal Map and cavity to help me paint my texture and even photography. But I'm painting most of my texture and use these map and picture to improve the overall result.…
[Solved]: Answer two posts down Helloes! I have a question about a problem I seem to have bumped into, if someone else might have come across it. I were working on some tree models since it's something I wanted to get better at. One thing I did not too long ago was to invest in the 3D motive UDK Foliage training set. Now…
Hey Polycounters, I'm one of the owners of Floating Axe studios. We are a small indie video game company currently creating a third person fighting game in Unreal Engine 4 for PC. Currently Still in our Early stages of production. We're in a stage where we are looking to expand our team size and hire people for per project…
Adding on top of the lighting comments you've got so far, I'd try and focus on where your main focus in this piece is... as right now you've got god rays fighting with the green terminal light things (not sure what they are?) along with the reflection off the floor... perhaps drop the bloom a little too, great start though!
I really like the models and textures. In the final night render I don' think it reads well as a composition. Your horizontal lines point to the lights on the light and don't give much of a pay off, while the right side of the comp shows off none of the detail of the door or the area before it. Work on the comp and it'll…
I like how you have two different light colors. one for inside the dungeon and one coming from above, im guessing outside. Might look better if you made the outside light from above spread more and actually hit the floor of the dungeon. As it stands right now it seems to stop too abruptly.
iv been trying to get night time lighting, at the minute looks a little too much like day time, any idea to get an effect of moon lighting? iv been playing around with some post processing liek dof and highlights, but still doesn;t quite look right anyone know a good solution? thanks