That's expected (to a degree). If the background is very bright, there is less contrast for the reflection to show up against, especially when looking right at the reflecting surface rather than at a glancing angle (Fresnel). You can see that the reflection is still there, just very faint. Basically, the dark parts of the…
So you are sure it's the brightness of the glass itself rather than what's behind it or the viewing angle? You are probably correct that a very low roughness should help with that, but like you said, you already tried that and the flowers look sharp enough. I'm not familiar with UE5 I'm afraid. What are you using currently…
Hi @Eric Chadwick Thank you for your feedback. Yes the interior projection has a slight offset as my spacing of each room doesn't quite come to an even square so i had to offset it slightly to a more rectangular shape and maybe that is causing some slight distortion in the parallax effect based on the viewing angle. In…
I love this. The execution is really strong, and the prop work and modeling are great. Overall, good job.I freaking love Lisbon and Portugal, and I’ve wandered these streets a lot, so you really captured the vibe. One thing that can elevate good work to fantastic work here is values and tonemapping. Let me visualize what I…
Hi @Noren Thank you for your comment. You are right about the exposure of the texture, however it wasn't intentional. When I exported the cube map as static texture from the scene capture cube it somehow ended up overexposed, but i fixed it just by reducing the brightness of the texture. Thank you, that is a good catch, I…
Hi guys, I just thought I share a short video showcase of the finished project. Unfortunately I didn't have time to create a night time lighting scene. I would appreciate some feedback. Thank you. https://vimeo.com/1183138391?share=copy&fl=sv&fe=ci
Overall, this is looking really great! The background fog is a bit intense, but it works well. The interior does look odd, though, also regarding the lighting/exposure. Maybe you wanted to show off the cube map, but either way, it's a bit distracting. The shadowed parts inside are unlikely to be lighter than the outside of…
Hi @d1ver Thank you for your feedback. It is very constructive and I really appreciate that you've gone through the extra mile measuring my lighting values and matching it up with really useful examples. I'll definitely take your advise and try to adjust my scene and will keep that in mind for future project as well. In…
I see. Maybe you could split it into two geometry or material layers, then, to be able to control glass and background separately? Probably not the most optimized, though. Since the light literally falls onto a flat plane (which I should know, but didn't really think about, perhaps because the angle makes it kind of work),…
Hello everyone. I am close to wrapping up a portfolio project and I hoped to get some valuable feedback mainly on composition, lighting and colour grading from you guys. My goal was to capture a narrow, Mediterranean style, iconic Lisbon street in a small diorama, by using only a handful of modular assets. I textured…