I am having some problems in udk.I have created a scene with lights and static meshes of houses.I need to save the static meshes and lights together as prefabs so they can be imported from the content browser into another level. Problem is the lights seem to move out of place whenever the prefab is scaled.Is there a way…
Hey guys, I've been struggling with this for about 2 days now. Tried to watch the unreal material series at their website but it didn't really delve into foliage. So, I've made this grass, and I'm happy with how it turned out. However, I don't like the way it receives light from the side the light is not hitting directly.…
This is great! I would love to see those bright white headlights casting more light onto the barrel. If they're that large and bright, they should be lighting it up more? An example https://www.thisiscolossal.com/wp-content/uploads/2017/10/vend-7.jpg It might also help to reduce the exposure on the white areas so we can…
I think if video games can destroy the morals and the simple concept of right and wrong taught by parents, then they are not fit to be parents. He is right, right. That's why he is facing disbarment. What a poor excuse of a human being this guy is. What's next people suing the city because they got a ticket for running a…
Talking about lighting this tutorial might give you a good start, especially when using marmoset. Although the tutorial is focused on lighting for characters and thus not everything will be applicable or usefull for lighting hardsurface models (from my experience) it will be a good start with some valuables do's and…
That looks really nice! I think right now the contrast is a bit too high. Maybe a few lights with low intensity or bumping the GI might help to get rid of the dark shadows. The rock sculpts are amazing! How did you do those? I'm having a hard time to create that layered look. I'm looking forward to seeing these ingame!
Fisher007: If you have to have metallic .5, there's probably something wrong with the base color. Metals need to have quite a bright base color to look right, and you also need to make sure that you have a light probe / cubemap capture / environment capture / environment probe / whatever it's called in your engine of…
I like the overall look, but right now the seams are so tight that they might as well not even be in the normal map. Thats part of the problem with the rivets as well, a little softer on the inset, and it'll help sell it. Also, lighten up the black in the seams on the dif a good bit, that doesn't help with the total…
Thanks for the responses all. As for the art style, you're right, its in the beginning stages. The art style is still being figured out. I think I'm heading towards it being a cross between realism and cartoon fantasy (real world shadows, normals, but bright exaggerated colours). The colour of the mushroom might not be a…