Here's some tips that could help you, since you said you're new to UE4. First, in the viewport in UE4 switch the view mode to "Optimization Viewmodes - Lightmap Density". Then you need to set your meshes in a way that they would appear greenish-orange. To do that, adjust the "Light Map Resolution" in the General Settings…
Surprisingly, all game engines will have doublesided shader options (aka: diasable backface culling), not that many seem to support Two Sided Lighting, or in some engines referred to as: "Light from both sides". In the case where Two sided lighting is not an option, strictly using doublesided can be problematic for…
hey armanguy - you're making some progress but it looks like you still haven't nailed the lighting. I'm a huge proponent of pushing dramatic lighting in environments; it makes all the difference! I made a little mock-up of your scene in maya and set up some lights to try to demonstrate the direction I would go. For the…
Hey, interesting project! Harsh intersections of meshes (with landscape or other meshes) could also be a result of the baked lighting. You could check in lighting only view mode if there is a drastic value difference. A problem you may encounter when dithering intersections, is that the baked shadow beneath the mesh…
Wow, been ages since I posted on here, but still. The diffuse albedo for metal when using a PBR workflow is black. Always black, but the crap that builds up on it may not be. That said, certain types of tarnish (metal dependent) are still basically just metal that's been tinted - The tarnish or patina is generally too thin…
Hey, Its actually too bright, meaning, where does this ambient light come from? There's a light in the distance that reaches way too far but that could not realistically lit the entire room. There's also a light from above but it casts light at some distance from the camera position. And of course theres a neon light…
Hey there deathstick Really good advise btw thanks i have gone down the baked lighting method for the lighting but i may change the lighting to dynamic like you mentioned. There is allot of pre baked lighting on the models and there are just some static lights in the scene at the moment. I'm not sure why the resolution is…
Looking great. You could use vertex color to soften the sand transitions. Also the wall on the left where it meets the sand, that edge is a bit too harsh. The foreground dock looks really dark. I bet your texture is really dark, so it's not getting much light. I would love to see some distortion in the water reflection.…
questions: 1) how to adjust ...depth of field im guessing, so that my normals don't blur on me when I back the camera up 2) any links to solid lighting tutorials? I can't seem to get a decent set up going :( I had what I thought may look decent using spot lights but when I built lighting it all went black, so the pics…
Model look good overall. I would remove some of that noise dirt. Try to think how this mech was destroyed, for example he should have more dirt/scratches on the lower parts and be more clean on upper parts. For the lighting and presentation I would avoid to use that strong DOF. If you are doing some illustration, cinematic…