i tryed many different ways to light the scene. i wanted a realtime solution but there was really no way without loosing quality. no reflection probes and no emissive lighting without lightmaps. there i s a trick for realtime emissive lighting but it is e experimental feature an it looks like this. so i decided to…
Well after messing around with it for 15min I don't think it's that useful. If you wanted to render out a single model maybe a character or something that didn't require anything more than a 3 point light rig it should be okay, but it would be hard to do an environment at current gen quality unless you baked all the…
hmm i think the bottom bottles look just unnatural... the spot of light they produce is huge compared to the sword... i dont think there should even be any spot visible... did you paint the light in or are those point lights? if lights i would drastically tone them down and icnrease the dropoff to get far mroe soft…
I think that flat lighting could use some clarification for those of use who don't play LoL. In your updated summoner's rift preview video, I saw one dynamic directional light, with no baked global illumination. Is global illumination allowed, or do we have to make do with one directional direct light? Is it OK to render…
yeah I agree with aesir. The detailing too early is a big one. Focus on the major forms first, then refine. The other thing that will complicate this piece for you is the multiple light sources in addition to color changes in the skin itself. I honestly think this is one piece you might want to work up to rather than start…
From a playable level perspective, there's more than enough light though slightly a bit bright imo for players negotiating waypoints plus engaging interest as well, however that said I've gamed more than my fair share of FPP dystopic/war/survival ips and most have a distinct related mood helping to immerse an audience.…
Sup everyone, finally ready to start my thread. With so much great work already posted I have a lot of catching up to do. =) Going to be working on a Taric visual update and slight redesign. I am looking to turn Taric into a badass that can still support but also be a top lane heavyweight. Below is a quick concept I made…
Thanks everyone for your encouragement. PogoP - I mainly used the Standard, Clay and hPolish brushes, I find they are good for most things. SHEPEIRO - Thanks a lot for the comments. And also for those two images. I love the second one and will push the colour in my trees. I had much more varied colour in them before but…
Sure. Physically based rendering in Unreal is implemented via a standard microfacet BRDF. The BRDF is the bit that takes in all the parameters and spits back out a reflection for each surface, where roughness is interpreted as a statistical heightfield of tiny facets on the surface of a model within a pixel. These facets…
Here's some critiques on th different stuff shown on your site (Expect bluntness): Bed: No reason to show the AO bake as a texture sheet. the cloths geometry is by and large not giving off any appearance of ruffes/creases in the final image. the 'rust' is just a blob of brown atm, try to detail and sharpen it up some. the…