These are super late from my original posting a few months back on Artstation. Life and school have been a tad crazy (8 weeks to go and I'll finally have my bachelors!!!!!) I was contracted at Grinding Gear Games as a solo lighting artist over my school break (3 months). During my time there I was responsible for a major…
Hey guys, I'm kinda new at using udk. I wanted to know if you guys had any tips about lighting a daytime scene, I've looked up some tutorials online but they're kinda vague and don't go into a lot of detail. I've already setup a dominant direction light and made sure the environment color and bounce lights are good, any…
good work. I like the details and the foliage. Main issue right now is the lighting / skydome and atmosphere. The height-falloff on the fog is way to crazy. Also the sun should be more blury. The backdrop doesn't look HDRI somehow. With the buildings this bright the sky should be a lot brighter. It helps to think about…
*been busy with other projects* Added some *slight* color and highlights to the stone to make them seem less flat. Didnt look right at all using Screen mode =\ Ended up using Mahogany/Orange-ish on overlay and light grey on Multiply, both set to a very low transparency. Also dulled some of the bight edge highlights
Looks tight amigo. I think it's a little flat right now, by which i mean I dont think the colors/lighting are dynamic enough. Honestly though, that could be a personal issue, and I could just be trippin. So take what I ahve to say with a grain of salt (not an enviroment artist) Good stuff none the less!
Aight, so I think I'm pretty much done now. I pulled back on the dirt, fixed the lighting, and finalized some of the modeling that was missing from the previous shots. There was talk of rust earlier, but honestly I think I'm pretty satisfied with it right now unless someone points out some areas I can improve.
Pior's right, the bump map idea is exactly what's going on with specular width. Fine bumpiness = wide highlight. It may help to think about specular as being just a reflection of the light source. So when a surface is bumpy you're breaking up the reflection into lots of little reflections. Good example is the reflections…
Thankyou! Regarding the light, I'm using a directional light but on the movable setting. I'm not sure how to deal with the jaggedness right now, but I placed it on moveable because I plan to have a video starting from the outside and moving into the interior scene as the doors open up so the light goes into the room. I'm…
Note: I need to take some screen shots, but I'm worn out. I'm just going to throw the question out in case it is something dumb, recognizable, and can be easily fixed. Whenever I turn on Direct X11 in UDK I get odd lighting on my players weapon. If I am in a pitch black room I can still see light being cast on it (not the…