I usually found Optimise Scene Size works pretty well, provided you've deleted history. If you don't delete history on all your objects, the transforms which appear "empty" in the outliner may still have connections to valid objects in your scene (eg. after a Combine operation, the previous transforms are now empty but…
Going through concept art right now. Debating on which scene I should create for the next portfolio piece. I suppose the focus should really be to sell the fact I can model, uv and texture a low poly environment with next gen graphics and a high poly feel to it. The options so far is this house and surrounding environment…
Hey sorry, been busy. Yea i hear ya on the lighting. I have some flood lights in the scene right now ( matte gray texture atm) which will be my main light sources. Also i have added a skylight to the scene in udk to light it up a bit more. Ill be getting new screens and model sheets up here in a couple days. I also added a…
Your odd silvery ball looks a lot more detailed than any of the other pieces of your scene. Just like you want to keep texel density the same across a scene, apparent poly density should also be kept (at least somewhat) uniform. EG the ball has a lot more detail, and a lot more texel density than the rock edge below it in…
Hey Yury, this scene has come a long way since the vegetation class and is looking really cool! I think you could probably do with less clutter in the middle of the courtyard, it looks a bit visually noisy. It also looks like you went a bit too far with those saturated reds on some of the woods. Other than those little…
what do you mean writing persistent data to the scene file? If I can optimise it further then damn straight I will try. As it stands I gather a list of objects and apply the number of materials present on the object to a user defined property. Then when you go through and sort the objects in the list you are simply sorting…
That clue scene is awesome haha. Overall your stuff is decent. Plenty of room to improve but you have a good start. The props are indeed a little high poly...Try to get those nice and optimized and it would be beneficial to show wireframes of them so people can see how clean your modeling is (or isnt) The I am Legend scene…
I have now broken down the scene and indicated modular assets in the scene, tileable textures and repeatable assets. I have averaged out the colour of certain parts of the concept art. On the right of the image below are the colour samples taken from the concept. The scene is made up of various shades of blue with a lot of…
It's been awhile since I posted to Polycount, but wanted to share one of my lighting and scene studies I've been working on in Unreal. Assets used in this scene are a mix of my own, and edited assets from Unity's Book of the Dead pack, textures from Clinton Crumpler's Laundromat scene, and Unity Store user rfarencibia's…
The scene is really strong, but I am not a huge fan of the post processing you have. I would love to see just a raw image without any post processing on it to see what you have. The vignette you have works for the night time scene, but not the day time scene because it kind of creates a tunnel vision effect. Also that hazy…