So I've been tinkering with the lighting a little. I didn't realize until yesterday that UE4 has a sky light feature so I've been toying with that to try and get the lighting just right. Here's the results so far: I think it's a vast improvement over the previous lighting settings but I'm worried it looks too washed out.…
I think this scene makes a good case for UE4 more fully supporting better area lights with shaped specular and such. Under the exact right circumstances the reflections look good, but could look better if they were from analytic lightsources. But that's just an aside criticism for Epic themselves. Also, having just come…
Awesome, thanks for the feedback guys. I'm gonna work on raising a bump in the roads today. In some other screens you can see the beginnings of ground irregularities I'm working on; ruined concrete where new metal meets old walls and ground, trash and watered down sewage piles, and the like. I'll make some more variations…
Here's the final version of my Europolis Mega City. It took 175 meshes, 700 textures(including normals), and 480 hours but it's finally done. The major changes I've made since I last updated have been a complete lighting overhaul which drastically increased the overall level quality; added tons of particle effects, and…
Alright, time for an update. So, I've been implementing lots of suggestions and they've all really helped shape up my scene/ level. Particularly the camber on the roads. It really made even the boring roads into something visually appealing, especially with the water running down them in realtime. I've tried to manually…
FINAL UPDATE(The rest of the new images at the bottom): Here's a scene I've been working on for almost a month now. It's called Europolis, it's an expansion of a previous scene I worked on based on some Dreamfall Chapters concept art. The concept is available here: http://i.imgur.com/aj9d959.jpg And here's the original…