Holy crap, that looks awesome. I'd love to run around in a scene like that. The only thing that caught my eye as being "off" would be the water. I think water at that angle pretty much works as a perfect mirror and should thus show the ground/foliage/rocks in their own color and not turquoise/blue color the water…
Totally. The turntable is a static mesh. I added extra verts to it in hopes that maybe it would help with the shadow resolution, even bumped the shadow res up in the lightmass settings, increasing the resolution. They were worse before, just blobs of ugly. Any ideas on how to adjust that in UDK? Or links to some good…
Hey, the visuals of this scene are pretty good. There are some overly glossy objects like the piles of wood with snow on them. Snow overall is not that glossy unless it's started to melt on certain parts. The layout of the scene/level is good. Not too overcrowded with pointless assets. But, big thing here I notice is the…
Day 18: Well for Blender Guru's Mars scene I need some Rocks, so I had to check some tutorials how to make rocks. It's a whole science. But with those tutorials I learned to Sculpt Rocks, Retopo - Squads (the hard and proper way) or triangles (automatic using Meshlab), combine Normal maps, Hide Seams with Clone brush…
You've got a good start to your scene here, but I don't really feel that your individual assets have are consistent in their style. The fireplace looks nice, but it's extremely sharp. The edges are crisp, and the details are small - and I suppose that's fine by itself, but the table and curtains are a bit blobbish and need…
YES! Is what I say to this scene. I think the suggestion of having signs around the place is a very good idea though. This is essentially a hospital and hospitals have posters, signs and information everywhere. Try looking at real-world examples to see more stuff to put into your scene - exit signs, phone numbers, fire…
Checked the layers and there were quite a few empty unorganised ones which I have now deleted so I now have just one - 'default'. None of the layers were hidden though so I didn't find any rogue objects. I've also striped the path on those bitmaps in the asset tracker. They are still there though but now they are just…
Turn off Tone Mapping in the Post Process chain. that makes your textures look dark and can fuck up your lighting. Just play with the lights. AO can either help or kill your scene, definitely work with them too. This could be a killer scene with some extra work, lighting is very important to making your work stand out. You…
Hooray update! I forgot to mention in any of these posts that this scene is in be in udk. I may go back and re-model the bit where the lamp attaches to the wall, but everything else seems pretty solid. I've got some textures on a few things, but they still need plenty of tweaking. I've also been looking into key things…
So since my last update I have pretty much just been texturing and finishing up any untextured assets in my scene and also playing with the lighting. I have now textured the posters on the other side of the platform which I believe bring a nice colour variation to the scene. Im planning to just finish of texturing what I…