I have some inhouse plants that move softly with the wind using simple grass wind. Since they are indoors, they are not directly lit by the sun, so they would need indirect shadows for the movable mesh, hence the consideration of a negative light to get the indirect shadows. I thought distance field indirect shadows would…
Thank you for your compliments! :) . The walls do not have any gap anywhere, and I'm using the two sided lighting option. So I ended up covering the lit side of the room with the builder brush. I could show you the shader later on, right now it's a mess, as I'm constantly updating it, but so far, I'm using one shader on…
NegevPro Thanks a bunch man. I'll definitely make sure to check all these. And yes, UDK seems to have amazing features including real-time reflections. I didn't even know Eat3D had UDK tuts. @ Gannon I lit the buildings and interiors with photometric lights in Max. You can find them under the name 'IES'. They look very…
Thanks for all the comments and critiques! :D @Darkmaster - thank you! I can definitely say that I had a lot of fun making this scene. @mutatedjellyfish - thanks so much for the explanations! That definitely helped out a lot, I appreciate you taking the time to break it down! @cholden - I definitely agree. Now that most of…
pliang: Thanks for words~ Touching up the corners took quite longer than I thought. Some had to be re-done too. Acord: Thanks for input. By the way, hose shots (above and below) were "highpoly" purpose. As I was answered in earlier post I got my lowpoly limit around 15K up/down, which will be done soon. dejawolf: Thank…
Looks pretty cool so far! I think the lighting isn't really working out though, it doesn't feel underground at all at the moment, feels like the whole scene is outside in bright daylight. Even with that big hole and light shaft coming in, there should be a more discernible difference between the area lit by the sun, and…
[ QUOTE ] [ QUOTE ] I just bought ep1 last night and finally started to play a bit of it. It's pretty fun, so far. I'm just wondering if I'd enjoy it more & have a better idea what I'm supposed to do if I actually finished hl2. :X I'm definitly a fan of the added shader effects on the characters. Heres some shots I found…
Upon first glance, I would also add your AO is way too strong, making it look almost cartoony. And it almost seems like an HDR image (which tends to lend itself to looking fake). Try using tricks and compositing methods to emulate limiting your dynamic range. First thing that gives it away from me, are the light shards…
Q: What to do after submitted art test? A: Pretend like you didn't get the job and go make art and work on your portfolio. If everything goes well and they call, you have something new to show them when you sit down for an interview. Which goes a long way in telling future employers how industrious you are. "Wow... you did…
Hey all First time posting here in a long time. I'm trying to get better at lighting so after a 8 month break from portfolio work I got a free asset from the UE4 Marketplace and had a mess around. Below are my initial results, I'm pretty happy with them but I'm having a bit of trouble knowing where to go with this scene…