Hey guys! Just wanted to start a thread on the new side project I'm starting. So I've been seeing a lot of realistic environments/props coming out of artists here that have really inspired me to take up a project of my own to practice and learn more about materials and lighting in UE4. I thought for a while on what I…
Depends a bit on what you plan to do with the window, will there be steam coming out of the cup etc. (might get a bit much as you'd have three regions of interest). Perhaps throw a light in there to get a better sense of the final scene. Nothing that needs changing right now, but the overlap of the crank with the edge and…
Hi, am using unreal engine and while working on the button labes, i noticed that the white text decals that fall into deep shadow or are lit only by ambient light (Left-Side) appear to glow or have a fuzzy, bright edge/fill, even though the material does not have an Emissive input connected. The decals that are directly…
Overall, it's nice, but it lack of punch. I defenitely think that a scene of that kind need to be more localized. What I mean is for the moment, your arena fight looks in the middle of nowhere...floating in the sky. An EPIC background is needed to make your scene more valuable...some fantasy mountains covering up this big…
I agree with what Obscura and Ashervisalis have mentioned. The lighting is really killing your scene, do you have any references for what sort of lighting you are trying to achieve? Since you've gone to the effort of making the assets in the scene, you'd most likely want to focus your lighting on it. Rather than low lit…
You probably wouldn't use an alpha map for a rope unless there was a tight vertices budget. You'd be able to get a decent result by baking a high poly rope to a cylinder - and depending on how tight your poly budget is you might get away with just triangulating the high poly rope until it's low enough then just baking to…
What a cool scene! Great job :) In addition to the comments above about lighting and mood, I'd like to point out the composition. It's hard for the eye to focus on what's happening in the scene. For example, in the first image, there are about 4 points that attract the eye in equal attention, not only because of the…
Works great for me. The yellowish glow makes for a nice focus / separation of foreground and background. The materials could maye be a bit more different regarding their glossiness, but that might be due to the lightmapping (are you using something for extra reflections, like a cubemap?). But even so, it's working fine.…
Interesting... Yea, it appears to me that this might be a movement specifically targeted at removing ai generated art from Artstation? If so, then how much ai is too much when creating digital art? Almost all digital art software have some ai tools that aim to enhance artistic output. As far as optimization efforts being…
hey all, I'm having few problems with maya's realtime (viewport) lighting. I wanna use realtime lights rather than render to better display how my asset would be lit in a game. this is my first time lighting so please bear with the noob questions: 1. intersecting geo doesn't block light. the porch overhang isn't blocking…