It's certainly outdated by now, but I would say it's still useful. The biggest takeaways are just being able to make an UDK/Unreal4 scene from scratch going from Modo -> Photoshop ->Unreal and back and forth. His vertex master shader using only 1 texture for pretty much 95% of the entire scene was also solid. Biggest…
Hello Polycount! I've been working on this project for close to a year now after graduating art school and finally managed to get it done. This originally started out as a model-along with Tor Frick's UDK Modular Masterclass DVD. I finished my original one in UDK, but I just wasn't happy with it and I really wanted to push…
Back with an Update! I've been changing up the settings in my post process volume and got two results I think are an improvement. Both have better contrast, but both have different scene colors; green and red. While I did bring back white balance to its default value while testing, the result looked a little too...normal…
I agree with that people have said about the lighting however I would not go for dull industrial type lighting, I like how colourful the environment is feels like something from the last of us or enslaved odyssey to the west. I think some contrast in the lighting will help a lot as everything is too uniformly lit right…
Hey thanks!I certainly did wash out my lighting way too much, but the scene itself is not at all enclosed.I've got broken windows all over the place, and half the roof is missing. So some ambient lighting would be ok, but I pushed it too much. I think at this point, I need to recover my cast shadows from the general scene…
You've got a strong yellow wash to the scene. It really kills the depth and color, feeling like a thin film over the image. Below I've white balanced it to get neutral colors and then brought the image into a full black-> white range, adjusted the curves some and did a final gamma tweak. This is important because our…
You could really lower the exposure, the scene is entirely too bright, try to avoid all of the sunlight and sky being blown out, which just also removes a lot of the contrast from any shadowed areas.
i wasn't inferring going to a dark industrial scene, i was purely making the point that in general scenes that are a bit enclosed are generally darker with more contrast especially in corners and area away from the actual light source. granted you have some open windows and gaps in the roof but the amount of global…
Thanks so much for this!I downloaded Naty Hoffman's presentation .pdf and will give it a solid read. Also thanks for your great suggestion! I'll hop back into Unreal, and fix up my render. I also had an exposure setting in the post processing volume that I might just get rid of altogether.