What you have right now feels way too safe for the competition/theme. You REALLY need to push silhouettes, story, and composition. I am not trying to be that dick who just tears your idea apart and leaves you up to dry. Nah. Really go back to the blockout you have now and really start pulling shapes, adding shapes, and…
Your scene might benefit from Unreal's Light Propagation/ dynamic lighting as it has improved quite a lot now since it's release. I think you can bump up the outside lighting a little more like in the concept, the concept has a well-lit room because of the outside lighting's affect on it, hence why dynamic lighting could…
Sweet stuff! I really like the composition you've got going on here, and all in all its really coming together! Some suggestions I would make: If you're going for a stone brick/tile sort of look for the ground, I would make it more consistent with the stone brick of the building. The styles are too different from each…
:) Thanks for all the great advice and positive feedback duxun - you can right click on any light, go to convert light and choose spotlight....you can do that with multiple lights selected too ...(make sure you save it can be buggy sometimes). You can also go to actor classes in the content browser select spotlight in the…
Lookin boss so far only thing that is buggin me is right now it feels like the board might blend in a bit to much with the environment, but you could probably pop it out again with some good rim lighting I guess.
I already used up my Toolbag trial quite a while ago and unfortunatly my budget is kinda tight right now, else I would definitly go for it. But I think I'll try your lighting suggestion in UE4.
I think it looks very nice as well. It might just be a matter of adjusting your lighting to get those cheekbones to pop. Right now some of his features seem a bit soft, but I'm only comparing with the reference in the post above
Your scale, modeling and texturing are good. I would explore lighting options now, lighting is definitely the most "bland" thing about this scene and spicing it up could really help it come to life. What I mean by bland is that all your lights are a white, neutral color, and the lighting is pretty even. You need more…
I agree that the composition could be tighter. Regarding your light. It lacks contrast and directionality. You have some kind of light source coming from the lower left quadrant that is almost as bright as the desk light hitting the little paper guy. Your key light (the desk lamp) is not much brighter than the fill light.…
Looking good. I like the darker look of the wood in the scene renders. If you're still tweaking the textures here are a few things you might try out: The posted diffuse has all of the wood elements at pretty much the same hue and value. You might try varying between elmentes to get more contrast in the piece. Say lighter…