Hey Polycount: I'm making what is essentially an art rendering test scene for the rest of the artists on The Maestros team. Blocked out chunks of our RTS Environment art so other artists, if given just the map and the associated UDK packages, can bring in the assets their working on to see if it fits well in the game.…
I for one am no lighting expert, and these are just a few suggestions you may want to try. I would go with point lights with the appropriate color for the crystals. This way you will get a nice spread of colored light on all surfaces surrounding the crystals. Are you going with a night scene here? If so add some blueish…
Brightness of 1 is very low for you directional light. If I recall, the UDK map templates come with a light with a brightness of 5, and the UT3 maps have something like that as well. If you're using PBR shaders (which you probably aren't?), you'll most likely have to go for even higher values.
There are a number of problems (looks like your team could benefit from a lighter) - at present the lighting is very flat and ultimately not doing your environment any favours. I would: 1) Define the time of day and adjust the directional light accordingly - this is very important. The rotation of the light, it's intensity…
Still playing around with all the sliders and values trying to find some overly dramatic change to the lighting so I know what's going on. This is just a directional light (at strength 5) in the scene, with emmissive static lighting turned on for the crystals and the lamp, but those aren't really showing up. Is it looking…
With a combination of the TF2 Shader copy our Graphics Engineer, Justin Chen, has created and some more light finegling, I think I have gotten something a little bit prettier. Still feels far away though, unfortunately. Does anyone else have any advice for the lighting adjustments I need to do to make this professional and…
@m4Dcow: Definitely, the textures across the individual doodad pieces are not unified, but at least within this week (as opposed to fixing this over a longer period of time), I think I have to tackle the texture fixing later as a matter or priority decisions. But I definitely do see the need to fix those. But are the…
Also keep in mind the levels of your textures. The grass texture, is relatively dark compared to the trees, and makes the scene look rather dull. The dirt is super saturated compared to the rocks. The blue/pink leaves are way brighter than the orange/green ones. You get my point, make sure your textures aren't working…
you gotta brighten those crystals up, everything in your scene is the same value. Check out this post by Jeff Parrot: linkage also, yellow-green & purple are complimentary colors ;P but I don't think Ambershee was talking about color theory. I think it can work out if used sparingly, the purple is going to really stand out…