Remember, lighting makes or breaks a movie set. Good lighting can make the cheapest set look great. Your lighting is pretty flat, as you have just one light source, and the ambient might be cranked up a bit. Add some light sources, and point or spot lights to go with them. Try to get some light gradients across your walls…
Thanks Awyfa. The game has dynamic lights for ship engines and bullets. These will light up ships and props. Doesn't show in the screenshots though. We didn't have that much time to polish static level lighting but there are three kinds of light. A directional light, a shadowcasting pointlight and an ambient light…
I made some worthy changes to the high poly I think. The hand rails were removed as I felt they made it look more like a lift instead of a stage-esque platform. The lights along the rim have been redone completely and the placement has been tweaked. I also added removable grating panels that cover the platform electrical…
@Menchen Yes, translucent decals are on my to-do list, too. In fact, emissive is one of the main reasons why I'd like to get this working. And for fully dynamic games they provide a pretty substantial performance improvement over dbuffer decals. Another thing: I don't know how well this is known, but the whole problem with…
The scene is coming on nicely and its great to see your progression however I feel like there are several things that could be done in order to further improve the scene: 1: My biggest issue at the moment is the lighting, its difficult to tell what direction the sun is coming from, there are several reasons for this: - The…
Hey guys here is a bit of info on my process: Did a bunch of gathering ref from the late 1960's and early 1970's for office reference. Two big media references were Good Morning Vietnam and Mad Men. They both helped to establish color palette and overall feel of the room. As for individual assets I used Pinterest as my…
Static lights are using lightmaps for lighing/shadowing/gi so its pre-computed, so its cheaper than calculating the shadows in real time,but it costs memory (if i know right) because of the using of lightmap textures. UDK dont have real time GI solution, so you can make GI with lightmass (precomputed lighting) and you can…
Noticed there was some discussion on lightmass earlier in the thread and questions on how the lightmaps are stored. We do indirect lighting calculations for all lights unless they are dynamic. You'll notice there's a new light type called Dominant (direct,spot etc) and you can only have one of those touching a surface at a…
Hello Polycounters, it's been some time since i posted something here. After some character models i decided to try my first environment modeling. This scene represents an art workshop called "De Zandberg" (Sand Mountain literally) that's located in Harelbeke, Belgium. I go there twice a week to practice some drawing and…
CRITS AND TIPS WANTED. DO NOT HOLD BACK, PLEASE! I played waaaay too much STALKER and Metro 2033, and eventually this idea happened in the back of my head, and then in 3D. This picture also sparked part of it - the deadly seriousness just oozes out of this photograph: So after some fiddling and two days of building a…