A few things that jump to mind: The lighting needs a lot of work. I usually like to start with the main light source (light coming in from the outside) and get that looking right. In the scene, that one light source should be creating a lot of bounced lighting as seen from your screenshots. UDK has controls to affect…
Hey everyone, I'm having an absolute nightmare right now. So I've been heavily avoiding creating environments for a very very long time... the few I've done recently have been so lucky because it's somewhat avoided the issues I'm about to state but I've reached an impasse and desperately need reassurance/reeducating on how…
Sup Sean! :D Looking good! For your skybox I can't remember off the top of my head, but uncheck anything to do with shadows in the properties. I went a bit trial and error trying to find the right settings :S You should put a dominant directional light in there for some ambient light to show off the scene. Get a height fog…
Thanks :) I actually agree with you, I was looking for ways to get some red/deep orange in there. The best idea I had was to switch on the rear wing lights which are a reddy orange color, and then I can also have some nice irradiance light around there. It's something I'm considering, but I've set up the lighting to draw…
I'm trying to replicate the effect of sun hitting a window blind, and scattering in a cross-shaped pattern. This is for Unity using a Vive headset; it's for architects to preview different kinds of window shades in VR, so it needs to be as accurate as I can make it. I'm using Shader Forge. I know I can use a dot product to…
@Mink well... the model is kind of upside down in substance painter, i thought it might be because of the light, but this problem also shows up in unity. I checked on a metal material i have at home, and you are right, but at the same time i feel like the effect is perhaps a bit to intense and spread on my bake.
This is really cool! I dig the colors and lighting. Something I think would help this out is fixing some of the UV distortion going on which is giving a few things a slight rubbery appearance. I would also not be afraid to add some more geo on spots like this: right now it looks very chunky.
Starting to reach the end of this project, and I'm now focusing on lighting, which I find really hard. All natural light sources I have are basically the torches on the walls, and that would make the scene really dark. So I've put a few point lights in certain places, and a few spot lights in the ceiling, all with a bit of…
[ QUOTE ] At my school they kinda drilled into us early that everything has to be welded and airtight, because of the previous unreal engine lighting...and my furniture really showed that my mindset was still there when making them. Floating geometry, or geometry "snapped" to each other isnt bad! From now on I will be…