I think showing an environment kit in each project can be really eye opening. I'm talking something like shown in this: https://www.artstation.com/artwork/58BWkW (Just the first example I could find) Specifically for your relit hallway, show us a shot in UE4 of just lighting and detail lighting. Maybe show a before and…
Woogity, Glad you like the lighting colors, thanks! I see what you're saying about too much brown. I'm thinking about changing the wall behind the bar to brick and bumping up the saturation on the bottles. That'll add some more blues and greens hopefully break it up. Pirat, I completely agree with you. I'm going to create…
I think adam means a touch of this ... A dab of that... Sprinkle a bit of this on top... And you got yourself one impressive skytrain scene. And realistically you could get a good looking in game interior for under 1 000 polys. And if your going to do a cool ripped up, dangling from the tracks scene, then id say use some…
I like the scene a lot. Good job with modeling and texturing. I like the details and position of the overall scene. The thing that doesn't sell the image and makes it hard to read is the lighting. -What I would suggest, is to concentrate the eye more towards the main doors. -I would lit with warm strong yellow color only…
Set up your own post-process chain to edit and drive post fx in your scene. Editing this via the UT_Postprocess chain will give you these effects on all your other maps since It's local based in your UDK folder. Setting up your own chain (right click in package, create postprocess chain) will allow you to set up post fx…
"I want to make this amazing" This scene uses normal maps, but low detail modeling. You started to model detail around the windows of the big building, but stopped there. There should be a LOT more detail at ground level. The materials here are tiling textures laid out on bigger texture sheets. You should be using tiling…
I worked a lot since the last update. I updated the scene more. Did some blending on the pillars and floor. Extended the scene a bit. Here is how the current scene looks like. Hope you will like it. I have to work on the BG mountains and Polish some assets here and there. Then this project will be finally over. I would…
model Day 4! I initially had the keyboard that standard 90s gray, but in the scene with the desk it just seemed to blend in. Kept the mouse on the lighter side to contrast with the mouse pad which in turn contrasts with the white of the desk. Probably going to update certain textures every once and a while as the scene…
Thanks! These moss placements are layered, like you'd do a thick ivy wall placement. I just painted them in with the mesh paint tool in UE4. There's some alpha sorting issues if you zoom in real close, but overall it works well enough. I think my scene tri count increased by 1 mil triangles painting in the moss all over…
haha I was right it was Royksopp :) Couple of crits. I think Pripyat scene suffers from blown out lighting. For a deserted scene, it sure looks bright. For the Desert Straggler, you can blend some interesting variations for the ground cause the grass just seems placed there instead of actually growing and belonging in the…