Another update, now working on the lighting and those volumetric light shafts, also feeling like the whole scene itself is to bright so i should work out with the post processing, but any one has any tips on how to get those light shafts ? volumetric isn't working as well as i though it would. Also using a volumetric fog…
Starting to pass things into UE5, and making materials with random textures i had lying on my hdd, haven't gotten the hang of lighting but getting there.
Well played around a bit more with lights, fog, and with some decals to add some more visual noise and variation. @Jammilburn I tried! messed around with the values and just gave up, made a quick gradient texture and using some polygons just made some fake light shafts! honestly I don't dislike the end result. I'm not in…
Try cranking this this value in your directional light: I have been messing around with these values on the height fog too: Mainly the distance and falloff, fog density etc so I could get a nice few rays only close up, with the shadowy end of the corridor Looking good!
Gonna try my hand on the hard surface environment! Made a quick mock up in blender to get a feel for scale and lighting. Having a hard time getting the perspective and the camera positioning but ill worry about that in UE5. Now off to start working on the props!
I was inspired by the first concept so I thought I would give this a go, blockout done in blender and into UE and messing about with the lighting but I will come back to that. UE camera couldn't match my blender camera completely so I have compromised a bit:
Looking good, some critique:I would try and make the fabric look more like its going underneath the mechanism/solid parts and try and get the pinching effect, adding more creases etc, then you'd get the look of the fabric being looser but pulled tight at the seams. It perhaps looks a little too flat right now, though I see…