You live ridiculously close to me, not that it matters, just noticed! I think what the scene is missing is some caustic projection on the roof, this can be achieved using a projection map (i cant think what they are called in udk) or even a custom decal if you are only using stills, but i found some software some time ago…
More UV shells = less actual texture resolution on the model (because of padding). As UV splits or hard edges basically count as an edge loop because in a game engine, verts along a UV seam have to be duplicated, thus increasing the tri count any way. The ideal solution would be balancing adding extra edge looks with…
Turn off Tone Mapping in the Post Process chain. that makes your textures look dark and can fuck up your lighting. Just play with the lights. AO can either help or kill your scene, definitely work with them too. This could be a killer scene with some extra work, lighting is very important to making your work stand out. You…
Pripyat scene need lighting. it could be good, but not without some nice lighting and possibly larger images. The laser rifle is a no go. I'd drop it. Desert Straggler is your best piece, but it's still got some weird things about it. Lighting seems more like a default light instead of setup to represent the sunset. Some…
A few Marmoset renders... Hi Guys, I needed to try out a new boolean workflow and get to grips with Substance Painter properly. I felt a gun would be a good candidate for my portfolio as my old one was non-PBR and looked a bit obsolete! I found a suitable candidate on Instagram. A customized AR15. I wasn't aiming to…
Next small update :D (it got pretty warm the last few days and my fan tries to keep me alive) I finished more textures and also changed the bricks a little bit. Furthermore, I added some decals with more dirt and graffiti for the walls (might add more). I decided to put some boxes next to the dumpster and put flowers into…
It turned out to be a weird shadow thing. The lighting setup was taken from an old car rendering project so that's probably why it happened. Thanks for pointing it out. For the studio scene, I want there to be a strong pink-bluish motif but I don't think it's being executed as nicely as I
think it could be. Notes to self…
Hi @icegodofhungary. Adding garbage, posters, decals, wires and anything else I can think of the set dress the place is next up on my list. The pipes and windows do a lot to make it feel more 'alive' but I know the extra assets that litter the walkways will really help it feel more lived in. In terms of end goal, I want it…
Thanks a lot Adrian. 1. yeah, i was thinking of using more dirt decals. 2. The material on the sides, are the same of the room, i guess i made too much tiny details e didnt make large ones... i guess the main problem with this inside chamber is the lighting, i wanted to make it a very bright place, so exposure adaptation…
Actually you can use both but it depends where your scane will be at the end. If it's going to be just "static" scene rendered in marmoset or if you will record a video from ~2m distances in UE/Unity with fancy non static effects like moving water(flow map), wind, godrays... For generic objects like floors, walls you can…