No, you should see some shadows. Stationary light uses cascades shadows for movable stuff. Try to adjust the amount of cascades or the cascaded shadow distance until you get the desired result.
yaa, definitely a kick ass concept. I wanna really do a good job on this thing. do the concept justice. I think with the right amount of time put into it, i can do it.
I actually discovered that it was one of the fog volumes causing the massive amounts of glare and played with that until it was at a level I was happy with, thanks for the info though, I'll keep that saved for my next project!
Really like the amount of details in this work, the only thing i can think of is maybe making the skin on her face look a little less plain/pale, but thats just my opinion
There is some really nice work on this update! It would be cool to see some more low poly in the future as that thread doesn't seem to get much love considering the amount of awesome stuff on that thread.
Wondering this myself. Was thinking (so many hours) for (so much money) and if it goes on longer than projected (this amount of money) Actually nice to hear from a freelance artist though! ^ OR theres that ;D
This is looking great! Really like the amount of clutter on the ground level, helps to break up the ground textures and create that sense of depth that you find in nature. Are the branches decals/alpha planes or meshes?
This makes sense... I was just a bit thrown off that all the Epic maps that are included with UDK have an insane amount of contrast in them now. I'll play around with it more, thanks Jordan.
Ok, so found a bit of a spare time to work on lp and bakes. one thing that bugs me is the amount of polygons, but for now its coming along nicely. Hopefully more to come soon
Love the second half. For the first half, the clip needs to really snap out, the amount of time he pulls on it doesn't match up with how quickly the clip actually comes out of the gun.