Hey guys, long time no update :) Been working on this scene again recently, and have a few new progress shots to show for feedback and crits before I continue on with the scene. The scene has kindof evolved beyond the original concept a little and I am trying to keep the original mood and atmosphere as well as adding some…
The dividers are supposed to be the way they are because of not only their existence in the building I am trying to recreate, but because they are dividers not cubicals, and also for story purposes. The player needs to be able to see all the office personnel from the starting point. So sorry if it seems like I am just…
How do we forget when we don't know what were remembering though? Take the scene on its own, it becomes just a grave side. A very pretty piece, but no correlation to veterans or war. Its only with the title or quote that we understand what this scene is about. By not adding some type of symbo of war, so that the scene can…
nice start! one piece of advice though when u make this hallway (dont make the same mistakes i did). -add detail to the ground take pieces off the ground and scatter them every were. -create the ground below the tiles/concrete floor. - pay attention to color variance like in your reference images. - dont just use one color…
Agreed, having used the Source and Unreal engine extensively I can tell you Source handles the cubemap generation pretty well. Unreal however, does not. Not as much of an automated process I mean. You will have to manually create a material called "RenderToTextureCube" and in the scene, place an actor with the…
i see your point... why don't you just create a different scene and use the interior props you made in that scene instead of this one? that way it is not all of a loss... i would follow Dekard's advice... showing any tutorial in your folio degrades your experience level in my opinion... not matter how well you executed the…
It'd be nice to see a render with less props cluttering the hallway. The poison barrel and wooden box I think espeically might look better removed, the grunge and darkness on the other barrels fit the scene better and making more room would make it look like you could actually walk across this hallway. A mishapen…
Thanks for the comment Raider. You're certainly right about the level of gritty-ness in the scene and as I keep making changes and adding props the more I realise what it lacks. The tri count is just over 80k - though still some unfinished pieces and textures, which are currently on hold as I'm having way too much fun…
@rexo12 Okay so in this scene I did not too long ago, I used a stationary directional light and a static skylight. You can see in this screenshot that the yellow colours are coming from the direction light and the bluer colours are coming from the skylight from the windows and glass ceiling. To get a nice bake with your…
okay~ now that we finished the character, it's time to give our interior scene some volume! we decide to use substance designer to do most of the texture in our scene. The procedural workflow really gives us a lot of flexibility which is awesome!!! here's some blocking of our scene, the windows without texture. the windows…