Hello, Nice work) I've watched closely to the floor tiles and it seems a little too rought for me. Stone floor even with the minimum lights has a slight highlights and glossiness, and on your renders it has no. I suggest you to try a little randomize on tiles: to leave some tough rough as it is now and to add some…
@Decordova360 My computer was out of commission for a bit, so I didn't get to respond regarding the shadows and light baking. I reset the light settings under the World Settings in UE4, and increased the lightmap resolution to 1024 on some of the objects, namely the the walls, floor and carpet which helped the the shadows…
Something that all your references is doing that you're not, is using lighting to separate the buildings, especially that first one (grazdgfx). See how the street level lights give shape and volume with very few tonal values? Real nice use of positive and negative space. Secondly, the color grading is what really sells the…
Hey ! You've finished it ! At least it's something. Posing is not as hard as animating but it's already something not as easy as it may seem and stiffness is not such an easy task to get rid of. The more you'll want to make your character/scene alive, the more complicated it will be to do, ligth, camera position,…
Another one of these plant containers... This time I have dialled it back a bit on the edde ware and weathering. The glass material also appears a little more realistic as I tweaked by customer 'Physical Paint' brush in Substance Painter. I also gave the roughness a very slight height bump so the condesnsation as a fine…
If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot. The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it. Throw a good lighting on it,…
I agree. It was by necessity that the needles are seperated. These are designed to work with UnityFS and other flight sim packages that require some of the needles to be geometry that can be rotated via scripts. They are actual moving readouts just like in Microsoft Flight Simulator. They aren't modeled, they are alpha…
@Benvox2 The slight emissive is something I always add on foliage. It's mostly to add some colors to the shadows and reduce their intensity on the fly. Not so useful in this setup though since I use subsurface only, which is akin to emissive itself. It's mostly a super slight tint. As for two sided options, the only one…
that's fairly sneaky, I like the sound of it. we generate meshes that lod dynamically and a shader that compensates for aliasing/handles lighting (it's a more general cable-like thing rendering solution) but I'd probably go for something like that if it were just powerlines in the distance
Hello Polycount community! This is my very first polycount topic and coincidentally my first finished 3D artwork. I uploaded it on ArtStation here: https://www.artstation.com/artwork/Ov5XY8 I modeled everything in Blender: highpoly, lowpoly; then I baked normal maps, ao and curvature in Marmoset Toolbag 4; textured…