Good poitn on the green lighting. I see where you're coming from the the dungeon-esque look fo the green lighting, and it's good that you're thinking about things like that, but it might just be a little toooo green. Your textures are hand painted? If so, you're on the right track. I think you cna kick up the detail on it…
Hi everyone, recently I have started working on a new personal project. The main focus of this project is to work on my lighting skills, while also trying to improve my other skills. The simple plan for this environment is to create everything and then come up with a few different lighting scenarios. I currently have 3…
I need some help in creating the lighting, I know its not finished but the lighting lights the entire room up but I want dark shadows behind the pillars like in the concept. Using Cry engine 3 and the regular lighting, no directional lighting in ce3.
This is an issue I have pretty consistently with toolbag. When I run into this issue (which I do every time I use it) here are the steps I try: turn your lights off and on until you figure out which light is casting that particular shadow, and increase the diameter of that light in the light settings under 'Area/Shape'…
I opened the scene in 5.3.2 and here is my performance: It stays pretty consistent like that. I turned the Engine Scalability to cinematic and material quality to epic. In play mode it stays at 60fps. I have two monitors on, they both are at 1920x1080 resolution. If I turn the screen percentage up that tanks the FPS and…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
Things that tend to reduce performance: * GI, you can turn this off entirely while you're working if your frame rate is low * Local reflections, similar to GI * The more dynamic lights you have, the the worse performance will get as well, so if you keep adding lights your performance will get progressively worse. Area…
Just saw this. It's a cool design, however it feels a bit unfinished (taken your deadline in account). I think you have gotten the relative scale of your structures vs props pretty good and UDK's lighting is always very nice :) . Lighting I have a hard time feeling that I'm actually in a facility submerged in water. I…
Overall this is a pretty faithful recreation of those old Apple joysticks. I like the small personal touches you added to it such as the missing rubber foot and the deeper scrapes along the bottom as well. While this piece is already pretty good, I think you can push it further. The textured plastic body has the same…
I'll echo the comments on the lighting not being focused enough. I would work on giving it more mood. By that I mean darken it up a bit and push the light pools a bit harder. Remove the light sky and drop in something a bit creepier. Also while on the lighting saturate it more. Watch 24 or any CSI for some tv reference of…