Lighting and volumetric fog imo looks good, really sets off those 'god rays' in particular quite nicely though the weeds / shrubbery sort of grid layout, purely as a matter of personal preference could be dispersed into random clumps which had initially drawn my eye away from, at a guess this scenes' primary compositional…
Fleshed this kit bash out tonight. Looking forward to lighting this one, I can feel some strong night time blues and reds coming on, and a demogorgon for good measure.
Having a bit to much fun in UE4 today with all the new film camera settings. I am looking forward to exploring this some more and exporting it in passes and trying Blender's Compositor. I will post up some more results soon.
Just trying to work out the bugs, so it looks like emissive glows have some issues as do particles with the focus settings? I will see if I can start to layer this up in post. Next I am going to try exporting an animated camera with the new USD export options from Blender and Maya and see if there are any differences.
Today I've been playing around with UE4 lighting and colour look up tables (LUT). It's a powerful tool and good fun to play with. The subway is from the UE4 learning resources. I didn't have a chance to tweak these as I had to bash them out during a lesson but even when they are ball park it's an amazing tool to get fast…