Hey all, I'm making a recreation of an office space and encountering a problem with lighting on the doors. I don't know how or where I'm getting a highlight and shadows from. The lightmap seems okay, and I've tried my best to block off the directional light except where it's needed. I'm still learning how to set up good…
Looks great so far. Not really sure about the fog though. It's too opaque with no depth. Some low-lying fog might be better. Something like this, maybe? Really liking the skybox and lighting right now though. Could you show us that a little better?
Thanks guys! I agree, the lighting/mood definitely needs more work. Could be looking flat because it's mostly skylight right now with very little moonlight. There's a strong blue post process tint which might need toning down a little too. Will look into it! :)
Thanks for the feedback! You might be right about that wrist Rowanos. I did take a few liberties with the sculpt, but if I get a chance to go back to it I can adjust it a bit. anglorum, I agree about the lighting. Could have been a little more dramatic!
Hey guys don't post here often but I've been working on this bust and would be grateful for some feedback especially on the lighting as I'm not sure what direction to go with and am still learning. thanks guys in advance and this was rendered in marmoset if that matters.
Hello! Glad to say that this is officially my first post on this forum! So i was creating this scene in UE4, but whenever i add a different material the lighting doesn't really work like it's supposed to. On the first image you can see the lighting baked just like i want it to be. (It's only a directional light…
I can't for the life of me think of what game has this. You know the long exposure in a racing game effect where the light sources streak like the tail lights of the bikes in Akira.
I ran into a problem where i need to merge a seperate head sculpt into a rocksurface in Zbrush without making a big mess. The whole meshes will be part of an Level/Map using the Unreal3 Engine. I got several problems i ran into along the way. 1. PROBLEM - losing detail I sculpted a Rocksurface for my level seperately which…