I'd have to agree with these guys on the lighting and UDK. I'm having to take the dive into UDK at this time also. This might be a better photo reference for your scene. I would raise the ceiling about 2' upward. Your also missing the wall next to the sink that pops out about 2'. The metal around the glass could be made…
there's a reason they've given you two sets of concept art - they want to see that you can translate the specific design of the tree sketch through to the colourful lego style shown in the fungus sketches and i don't think you have. First off you've lost some of the specific details in the tree - the curls on the hanging…
[ QUOTE ] [ QUOTE ] Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is…
I have weird problem with light map resolution in UDK. I not talking about bleeding. So I have spent some time on that topic to find out what resolution of light maps is the best for static meshes - I found that 64 is standard. Ok, I thought that is true but not in my case. I also downloaded a free scene made by Jordan…
I'm playing around with shooting out lights with a weapon, but for some reason it's failing. I found a tutorial online and followed it exactly (minus the fact that the author of the tutorial was using an older version of UDK). I'm not sure what I'm missing or doing wrong. I have a light with four point lights to simulate…
I'm having trouble in creating a over-exposed look in Max. In another word, to make part of the diffuse texture brighter than its own. I tried the following: make material 100 self-illuminating use composite map for diffuse put diffuse map on the base layer of the composite map put light map in multiply mode on 2nd layer…
I was referring to the shading going to black/dark quite abruptly in some places, so it almost looks like a black outline rather than a surface relief. Might be something funky going on with the parallax as well, because the grey texture is not a height map, at least as far as I can tell. Did you use some kind of converter…
Hey everyone, After making my last scene from my own imagination, I wanted to tackle a concept and focus on asset generating skills instead of designing a whole world. For this project I will be tackling trim sheets, which I have not yet implemented into a portfolio piece. The other main skill I want to practice is using…
I would boost it to an ungodly amount, something like 2048, just to see how much it affects the scene. If 2048 fixes the lighting, then you know it's a light map/ light bake error. If not, then we know it's something else. Also, can you take a quick screen of your second UV channel for the light maps?
Hey Guys, I've built some tutorials in the past and I wanted to build something that I felt people really wanted and needed ( Also what I wished I had when starting in Unreal) . So I decided to start working on a Lighting tutorial for UE4. I wanted to open up a conversation about what you feel you would want to see in…