My attempt to make an underwater scene in Unreal Engine 4. This is a Graduation Project where I wanted to test out the limits of the new engine and get better at realistic scenes/PBR materials. This project also runs on an Oculus Rift. :blush: Current status: Some pictures without the fog:
I changed the lighting to be a bit more dynamic and rotated the wood texture so that it looks more realistic, however, the marmoset renders still seem a bit blurry can't seem to figure out why? Any other feedback would be great
Hi Tysiu, Thanks for your great comment, I still studying how to make more realistic eyes, I will keep improving on that. For the facial expression, I think I need to add some blend shape to archive it. Thanks again.
Hi! It will be a stylized or realistic character? I see that there are big anatomy problems in your model. There is a good course https://www.youtube.com/watch?v=hOvijbvZxsY, where you can learn female anatomy. Also, it will be useful if you upload your reference.
Here is a reference that I took from one of the official PUBG Vehicles in Sketchfab- why I dont want to weld down parts. I agree Its more realistic to weld the parts but this method also works fine for the scope of this project.
I dunno, the posed skeletons drop the realistic, dead feeling. Either they're glued that way or magical, but I kinda preferred the lifeless, old feeling. If you're going to keep it, maybe don't have the skeleton lying down reaching up?
This looks nice so far! One thing I noticed right away is the scale of the fin-shaped wood slats on the upstairs parts is very large - I'd bring that down to at least half that size if you are going for something more realistic.
I don't see anything remarkably different from standard realistic texturing in these shots. What I do see is the use of a shape language for the rocks and foliage, as well as a color palette, lighting, and composition. Texturing however is not the defining attribute of this game.
Things like realistic cars wouldnt work because you will need control of edgloops and curvature in an efficient manner. If you want fast hard edged modeling then apps like Moi3d or Fusion use Nurbs and is more accurate then poly modeling.
i know that this question doesnt fit with the topic but how many hours should this take? i need to charge by the hour, and i dont want to over or under charge the client, the complete job is to remodel the mesh and apply photo realistic textures on it