This is a medieval dungeon environment I have built recently, to test modularity, lighting and unreal engine materials. Before uploading it to my portfolio, I'd like to check what you all think, and ways you think I could improve it. Thanks in advance for any suggestions. First floor (Entrance and Torture room): Second…
Thank you, @ThisisVictoriaZ , that was a very thorough analysis, just what I was looking for! I'll start to solve those issues, specially the shadows being too dark. I'm indeed using Unreal Engine, but didnt know you can control the intensity of shadows through world settings. I'll post here again soon with improvements,…
Nice improvements! I think the deformation/stretching on the chains looks weird. I would either fix that or, if you can't, consider using a dedicated assets instead, prioritizing visuals. With overall rooms, you could think about slight break up, that don't change the base shape but add further variation and small scale…
The only other thing that I would say is about the prisoner asset you've added. It depends on what you're trying to do with this piece, if this is a dedicated environment for your portfolio I probably wouldn't waste any time modelling and rigging a character. If you're looking to be an environment artist then recruiters…
Good luck! If you're using UE4 its in the world settings under environment color, and if you're using UE5 and Lumen then you just gotta get that bounce lighting looking good. A fog will also help your lights bounce and distribute through the environment. I'm looking forward to seeing more of your progress!
https://youtu.be/lKN8eDHy2wM?si=9pLhmixaQKGETohQ&t=79 @ this point, the flame shadows, idk if that is how it works irl, i haven't studied that, but the one on the right of the screen doesn't bug me but the one on the left does as i can see the "flex" and it doesn't feel "natural" whatever the right is doing from what i can…
Hey this is some nice progress! If you're looking for a way to incorporate cool tones to your lighting what I would personally do first is to simply make your fog a light blue color, most fogs you can change that in the material graph. Otherwise what I would also try is having your ambient light be cool toned, and the…
hey, @Fabi_G ! Thanks for your suggestions, the overpaint makes it look a lot better! I agree the chains need some improvement, the blueprint need some adjusting. As a last resort I'll just create them as static meshes as you said, for visuals. About the flat floor, you're right, and I'm shocked I hadn't noticed something…
Solid Enviornment Par, Here is what I'd do to get this to the next level. Introduce another light color, the warm/cool combo is always a winner. Your current lighting skews to all warm, and thus isn't very visually appealing or interesting to look at. ThisisVictoria already mentioned and gave solid direction but thought…
Hi, I like this idea but I think it could use some work overall to make this environment feel a lot more interesting. Right now your shadows are way too dark, almost completely black which makes it really hard to tell what is going on, and causes you to lose a lot of detail in some parts. Is this in unreal engine? If so I…