its cute though feel more couldv'e pushed it and instead of posting a lot of text here is a search, there is a similar looking colored version not so low in the list that shows, dark spots that would've probably went well with this for Wear/worn/used appearance. I think if added it adds a good looking gradient appearance…
Hi I am working on a level with some friends and we are on the process to render the final scene. We are using render queue in UE 5 to render stills and then put them together into a video format. The issue we have, is when we render at the first few frames we get a white flickering/white spots. We tried adjusting the…
Weekly? Update #14 Hey Polycount, A while ago @Mythran gave us some feedback on Strawhart’s trees, and I just wanted to update you all on where we’re at, and share a write-up we recently did on the problems with our foliage: “We spent the week overhauling Strawhart's foliage system after we decided that our current tree's…
Nice Zocky, great progression! :D A few things I'd like to add, the painting on the right upper wall looks to neat and since there is no real shadow, feels floaty and takes my eye away from the main composition. I would add a dirt or water grunge type decal underneath it like you did on the wall. I would try and push the…
Ahhh good post Adam. I was talking about this type of stuff the other day as we were discussing how we could push our game environments and worlds further and be more like it's real world counter part. Take for example. My apartment. You walk in and it's gorgeous. It looks perfect BUT when you start getting closer and…
Daz- thanks for the reply- that's a great help. yah, i agree that the doctor doesn't hold up. it was a stupid concept from start to finish and my time could have been much better spent on something such as anatomy. i totaly agree with the doctor, and almost considered cutting him.. but decided that it was completed work…
I really like the bottom left picture and the bottom middle, but did you brighten the bottom middle in photoshop? The quality of the screenshot looks really poor. It is great with the uneven entrance and statue against a yellow sky, a very powerful composition. I think the scene on the bottom right would be much more…
Working with mobile GPUs a few years ago, we found the use of Pow was a big non-no for perf. So I had to use Add and Sub and Mult instead. I seem to recall some Unreal docu about shader perf, have you searched? It might be specifically for mobile.
I think what Eric is talking about is you can see the low poly issue here in the render. If this was for a hero asset, or for a portfolio, I would honestly just add a few more edge loops into the low poly specifically here so you can't see this jagged shape. Dope prop btw :)