The models and materials all look pretty good. I think the lighting could use a bit more work though. The lighting doesn't match the sky outside too well. It looks clear, mid-day outside, but the soft desaturated lighting inside looks more like overcast type lighting to me and it sucks some of the life and color out of the…
Ah, sorry. atten is the float value supplied to the lighting function within Unity's Surface Shader system. It contains the attenuation value of the current light (multiplied by the shadow value if the light casts shadows). It ranges from 1 (fully lit) to 0 (unlit). step (x, y) returns a float that's either 1 or 0…
Looks like I spoke too soon. After testing with Shock's content it appears that everything is working as expected on the technical side. However, we did notice that there were some significant differences in lighting that are being caused by the image based lighting. It seems that dota assets do not always use cube map…
Depends on the program you are using! My scene is using cryengine, and the lighting process is much more straightforward than UDK. If you are using UDK, you need to make sure you have a second UV channel for each of your models for their lightmaps. They have to be 100% unique UVs(No overlapping or mirroring) and need to…
@FreneticPonies Agreed! I'm still trying to figure out what to do there. Need to gather some more reference and research water shaders a bit more, at the moment I'm using the default starter content water/ @ZacD Thanks for the helpful comments. Can you be a little more specific with the tree? I agree it's not quite there…
I agree with Minotaur, your lights don't seem to have much luminance. Especially on the buildings in the background, as background lights tend to appear the brightest. In general I think your scene has too much blue/white light in it to look natural. Not to go too much into detail but almost all public lighting is done via…
These screens are of the highpoly and lowpoly models that I used to construct the doors and doorway of the Basilica Administratum building. I made pretty heavy use of sockets and blueprints inside of UE4 throughout this scene. This allowed me to reuse and reconfigure elements, although no where nearly as extensively as…
Whats up Jeff! I believe you're latest shot shows allot of progress. Though there is one thing that is really damaging your scene at the moment. That is the lack of shadow, you have shadow sides, but very little shadow. My guess is that the indirect illumination radius is to high for your main light, thus converting it to…
well i was working on the skybox, havent quite figured it out yet. the bloom light shining on the windows is due to the light coming from outsite, which would in turn be the result of the nebulous orange sky. as far as lighting, ive been trying to get a handle on unreal lighting and shadows. still not quite there yet since…
Everything is changeable in those settings, it's just that eyeballing the Maya's default lighting while adjusting isn't so accurate. To me it looks like Maya has only one solid light, no specular highlights and a semi dark grey diffuse color. But I'm not sure about the orientation. Normally I model with that Blender's…