My current attempt is nothing. My goal is to bake the lighting that passes through a transparent material down but I don't know how to achieve this. I can't show my ref, but the image I made describes fully what I'm aiming for. I have a transparent material (in this case window), behind it some details (in this case a…
You are being paranoid. When I hire someone, it's the portfolio first. I might ask a question why you have a degree in something different, but to me what matters is that you completed a program. I'm sure you can draw parallels with what you learned and how you can use those in a studio. My brother has a degree in…
Sweet progress so far! Can't wait for more! May I ask you how you did your terrain? Did you model it? Or is it a heightmape generated through a sculpt or something like that? Or is it just a build in landscape-thingi from the game engine? I'm asking since I dunno what's the best way to archive a terrain if you're wanting a…
Hello everyone, this is my first post in this community. In this series of posts, I am hoping to document a personal
project entitled "Gallerie Nocturne". The idea was floating in my mind for many years, I am glad to
finally have the time and energy to start this project. To begin, here is the concept art of the exterior…
Hi guys. It's been a while since my last post :( Anyway, today I'm going to show you a short landscape with 2 texture materials on it, just for testing purposes. This master material for landscapes is part of a set of master materials that I've been working on and planning to give it away very soon. You can find me on my…
- I'd love to gauge interest and get feedback for my upcoming (Provided Epic greenlight it) Marketplace release. Here's the box blurb: The Unreal Engine 4 Procedural Material Toolkit is set of advanced material bases for rapidly creating complex, physically accurate surfaces. Detail environment or prop art straight from…
... the lighting isn't built, it's just the one dynamic light I'm having the problem with. This is a new test scene outside of my regular scene to try to get a better result. the scene contains one importance volume (for when i build the lights), one landscape, and one building (placeholder). There is no BSP in the scene,…
Hi This is my entry for this challenge I had a lot of fun designing 3 concepts and I hope you like them. theme: Mine City, architecture - old and new, and the new archtectuur humiliated old achtectuur. example: The old casteel is the foundation for the new buildings, which are disrespectfully built on the castle. landscape…
First are foremost, MORE ROCKS! I feel like your gully would be absolutely riddled with them because of it's location. I also only see large rock meshes being used. Add medium rocks. Small rocks. Really small rocks. Add even more rocks into the landscape material. Generally speaking, where there is one rock, there are a…
Ok, update on this, added a small wall and some landscape (not made using landscaping or terrain in udk though, ended up with lightmass problems so it's zbrush plus pro-opt in max. Uses the vertex paint like the rest of the scene.) Although it's in a winter or snowy should i say, setting, the plants would most likely be…