Hello again everybody! :) I am back with some updates to my scene: I added and scaled some meshes up to make them more visible, changed the ears and updated the testure of the giant bunny and tweaked the lighting a little bit. You can see the updates dows below: I hope I improved the scene a bit and I am looking forward to…
It's so cool to follow closely the development of your bridge scene. As someone who doesn't create anything on the computer, it gives a good idea of how to create scenes step-by-step.
So i've been working on a scene in UE4, and currently working with a tree texture, throwing it in UE4, i notices that the normal map was to noisy and to strong. My question is, how do you guys tackle normal maps so they are even througout the scene?
Is there anyway of doing this without replacing the complete animation scene?I want just a single max/fbx scene with all the animations, but the motion capture is in BIP files and I can't figure out how to merge the lot!Thanks
This is a scene I have been working on in UE4. I wanted to see what kind of scenes I could make with world machine and then went from there. I have been working on it for about a month now. I would love some critique.
I've seen a couple examples of folks coloring meshes using material instances with RGB alpha channels. d1ver did it in his Swamp scene and bugo did it in his oxford scene. I have no idea what that material chain looks like but I want to learn it.
I recreating the lost woods scene from the Legend of zelda series. Looking for tutorials for realistic lighting ( dark forest scene) and ways to generate trees for an environment. I using 3ds max and Vray for this project. Using itoo software trial version for trees but not happy with the results.
Hi, I'm modeling a highpoly pocket watch, and just need some feedback. [IMG]http://C:\Users\thanhhoang\Desktop\HoangProjects\scenes\PocketWatch.jpg[/IMG]This is my ref erence Image for it. [IMG]http://C:\Users\thanhhoang\Desktop\HoangProjects\scenes\PocketWatch[/IMG]
3D model scene of the interior of a house. The blender add-on Archimesh was used, below I put some images of the scene and a few textures I done - Link to the Project (for more images): https://www.artstation.com/artwork/8EQxG Ground texture Painting detail Cloth texture
i am doing a sci fi based basement interior in unreal engine but having problem with lighting the scene as directional light just cut through the back face of the model having this wierd shadows from above and if this is not the proper way how do i light the scene