No it'll be fine. The barrel is designed for you to hit people with, punch away. Once the weapon is in shotgun mode you can maneuver it around like a normal firearm. The sight is an EO holographic sight, not a scope. The only reason I'm pointing this out is because its not suppose to go right up to your eye, it needs to…
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…
Looking good, a few things that jumps out for me: - The glass on the hover cart looks overly bright and smashed up, is there no cubemap reflection on it? Should be more subtle. - The garbage bags in the middle of the road seem out of place. - You have an arrow pointing in one direction yet the cart is heading the other…
Looking cool so far! How close are you planning on sticking to the concept? The light direction in the concept pools light dead centre of the image, creating really bright contrasting tones to the top and bottom of the picture. Your light is a little off in terms of angle and this is pulling a lot more focus to the bottom…
Can't figure out how to fix this, I tried making the wall thicker but didn't work. Playing with shadow bias can fix the leak but then the light falloff looks awful. Having backface on all of the objects on the top part also doesn't work.
thx to all [ QUOTE ] My main crits: The pose and camera angle are making her right arm (on our left when looking at the image) seem tiny and not attached at all, I'd maybe try to find a more natural looking pose or camera angle for that. [/ QUOTE ] I really like the pose, but I woke up this mornig and hated the camera…
Alright, a few things. You're individual assets are fantastic and work really well but your lighting, inconsistent AO, and lack of wall variation (trim, color, etc...) are what I think need the most work. Here are a few suggestions: * Your Screen Spaced AO on the corners of the walls are very dark but I'm not seeing much…
Hi. I really like your scene so far. Good attention to details. The scene is recognizable after concept. The modeling stage is solid. And I like how the scene is improving. The thing that your scene is lacking is good lighting, as others have pointed out. I did a quick paintover over your first image. I hope you don't mind…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
I was wondering how they did this: The light shafts are visible, there are few of them and they interact with an object. Did they use a few animated cylindrical meshes with a shader? But how does it light objects then?