Thanks for the input! I was going for a functional type environment i suppose, but more importantly.. I was trying to stikck to a concept I was working off of. I checked out your scifi hallway done in 1 hour.. impressive! nice work/keep it up! Do you have any suggestions for alternative lighting?? Anybody else feel this…
I think you should try working on defining your different materials more. For example, the chair materials are reading as the same material, just with a different color. It looks like the roughness values should be different on certain parts of the chair but it's all reading as a single roughness value. If you can define…
Some more geometry in the scene. Further refined the lights and textures. I want it to look worn/used.. but not so dirty that it looks like noone has been in there for years. I am trying to apply realistic wear and tear only. Opinions?
Refining my portfolio with a lot of new skill sets and programs. Here is the very beginning of a drop ship scene that will be my main piece. Major WIP.. shaders need work and texture are only at 1:2 res. right now. Input appreciated! Based on concept. I will show in next post. UE4 is awesome so far!
Another update! Added some simple vertex painting to the ground. Just wanted it to look like some sand and debris kind blows in and build up near the door. Nothing dramatic. Your thoughts? I plan to add some water too.. still trying to figure that out. Any suggestions? Also.. re calibrated the lighting. the texture…
Tobbo: Thanks for the feedback. While I agree that I could probably stand to put some more contrast on materials definition.. I have to chalk this one up to bad lighting. I will show some better shots of the chair and I would like to hear your feedback again. I actually am using very different gloss levels on the chair.…