I like the color scheme. My latest work uses the same. But your yellow is a little too bright. I think it shouldn´t be brighter than you brightest (non painted) metal parts. + where´s the other part of the iron sight (is it called notch?) ?
Looking at your latest render the lighting definitely needs work it is very blown out but you did say your lighting needs work. Since everything in the scene is lego I would personally make the ground lego but I could see either way working.
I'm pretty sure they are if you're using the latest version. Did you preserve the UVs during the decimation process? It would wipe them out otherwise since it's changing the topology and all. That map problem is the same from the other thread, UVs are most likely touching the borders.
@GRAT0R thanks I've submitted it today. I nearly freaked out with all this tax informations stuff that steam wants from you :poly127:. But I got it done. ... now I have to wait *fingers crossed* I've also updated the first post with the latest screenshots.
Yeah saw that some time ago, too. But it just works with version: 3.17.1.40502, the latest build doesn't show the plugin at all. But i never ran into issues creating normal maps with xNormal for CryEngine ;) Guess it's just an optional thing, however it's good to have a link here :)
I had made a blockout for that scene, this blockout doesn't represent the latest scene expectations I was just trying to turn the concept to a 3D scene and I will make changes and adjustments while working on the project Here is a video walking through the blockout in UE4 https://youtu.be/9qdq7jJUh9E
Gamebase bought Emergent & Gamebryo - studios are still using it, the latest version is branded as Gamebryo Lightspeed - Rocksmith shipped on that. I'm currently working on a game using Gamebryo - it's still pretty popular in the MMO industry. Hero engine was supposed to be a challenger but I've been hearing it's pretty…
Absolutely fantastic no crits here very well done scene looks so impressive and I really get the feeling and mood to this scene by looking at your latest ss. Looking forward to following your next scenes and watching what you come up with next! :thumbup:
I have a tunnel in ue4 4.12 and couldn't get it dark. I had to put a post process volume around the tunnel nd use eye adaption or auto exposure https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ Maybe there is another solution but this fixed it for me.
Are you using the latest Graphics-card drivers? I find that can make all the difference; or rolling back a few, if the newest seems to be an issue. That's what I'd suggest. Maya 2016 is typically pretty stable, and a pleasure to work with, so hopefully you get this sorted out.