@Ged Thanks. Yeah I'll definitely need a few more variations of these textures and some additional materials to break it all up. Adding edge wear will help make it look more worn too. Once more kit meshes have been created and added to the main scene I'll get a better idea of what I need. A set dress pass will also help…
I had some spare time today so decided to continue with the project offline for about 5 hours. Managed to get a few more parts made and updated in the scene. I updated all SM lightmap UVs and created some pipes to fill the large cavity sections (I think it helps add a bit more detail to the scene). With the baked light the…
Experimented with using emissive lighting as static lighting this evening and got mixed results: in some areas it definitely worked but the light falloff was sudden (see highlighted red areas). The Emissive properties also had to be set per mesh which causes a problem with the SM generator as not all SMs are present in the…
This project is actually inspired by a previously unfinished project: This was meant to end up being a hallway environment and was my first venture into UE4 back in 2014. I decided to take the theme of this project (industrial) and create a bigger, more expansive environment from it. For reference I'm looking at films like…
@pixelpatron You're onto something with the different floor and wall textures. That should be an easier fix to implement. The scene probably feels quite scattered because it's been evolving since day one as it's plucked from my imagination opposed to matching a concept. Normally I work to one (or two) camera angles and…