Whoa comments where did these come from :) Thanks gents. Snoop: Thanks man, I agree it is too clean, it was hard for me to figure out how to go about giving him dirt on the rocky bits, I tried a faint red bronze type of dirt on the black you can't see it too much but it is on the chest and inside of the boots area, where I…
Eh. The only really great thing about the engine that sets it apart from others right now is that you don't need an external program like Beast to calculate really pretty lightmaps and stuff. It's not the greatest engine out there and it doesn't have really good support for fairly standard stuff these days. You have the…
Hello, everyone! First time poster, so excuse my ineptitude at this, but I am in the market for something rather specific: I've been looking around for someone who could do a model for a character I'm working on. When it comes to this particular model, I'm looking for a robotic character inspired by the likes of Five…
Hey Camrat, I saw that you posted on my thread asking about lighting. :) With your scene in particular, my eye has a bit of trouble being guided through the composition. You've got all these great little details with your bridge geo, but you need to help my eye out by guiding it a bit with lighting. It's reading a bit…
fence is great. I would stay away from graveyards, scarry statues and other such absolutley generic forms. The only thing that I see missing (other than getting the fog to work right) is lighting. tis level has no lighting whatsoever. that's gonna be your single most important element. lighting from the enviroment (steet…
Like Divi said, the lighting is way too murky. You immediately loose almost all of your hard work in your hard surface details. I mean, i LOVE the console and other models you have done so far, but the lighting currently is just killing it. There is no determined light source it seems, as well as some indoor fog. Also, he…
low-poly Acog 4x32 sight mounted with rmr red dot. this is a low-poly asset made for use in game engines. https://www.cgtrader.com/products/acog-sight-8cf39b49-8216-4dfd-9c62-66e1a7f0b450
The lighting is the biggest problem. You chose to have the sun behind the focus area and there are 2 issues with that. First, cascaded shadow maps (default shadowing technique in ue4 for dynamic lighting) are not doing a very good job of shadowing small objects. I suggest trying to increase shadow resolution from the…
Biggest problem: it's not a floating island, it's a stone wall. 1: get the shape right -> your concept feels like an inverted pyramid, thick in the middle thin on the sides, that's good. Your model is the same thickness everywhere. 2: get the texture right -> flowing blobby chunks, possibly with horizontal layers. right…
@Eric Chadwick Thank you! For the lighting I'm aiming for the same look :) right now I was focusing getting the textures right and foliage, and then getting the lighting setup