Ohh, this is very cool! I love concepts by Longque Chen, his whole series on mechanical fauna is brilliant. =) I'd recommend to get a human-sized mannequin model into your scene so you always have a real life size reference. That helps a lot with keeping scale in mind. Also makes sure that the overall size of the model is…
mhm id say the colors are looking sort of "stiff". its all pure one tone with no variations. i suggest to put a layer above it and tone around a bit. did u create this in greyscale and then made it colored!? the least unbelievable color is his face. the shadows are too black. i mean no color in there... maybe rethink the…
Hey everyone! This is a work in progress update for a portfolio project I'm working on based off of concept art by Joshua Jay Christie on ArtStation. I plan on making the whole scene but want to share my current benchmark as I'm quite proud of it. (The water is animated throught the material editor but idk if polycount…
Begun to finalize the scene in unreal by adding my texture's previously made into the scene to see how it effects it whilst adding my own dust and fire particles into the scene to further help the scene.
I like it, there is a lot of promise coming from this scene. I think its great you're recreating an environment from BioShock. There is much to be learned from using such wonderful reference. Ok lets get down to what will sell this scene as BioShock box art. Table: - Its the center piece of the room yet is letting the…
Hi guys. My apologies if this is the wrong subforum, it's the only one I could find that seemed the most relevant. If anyone's familiar with Tom Shannon's TS Tools for importing Max objects/scenes into UE4, I'm basically trying to modify that to make it a little more "one click solutiony." With the TS Tools you have to…
Process of elimination when dealing with weird errors like this. I'd try the following. Ask these questions...Is it a UV problem, a mesh problem, or a lighting problem? (or combo FTW!) Troubleshoot: Bring pillar into new blank scene/new package....and see if it behaves as expected. (does it light correctly?) If everything…
@csmallfield There are some things you can do to improve shadows. First off, shadow resolution is shared for the whole scene, so if you've got a very large scene, but are zoomed into a small part of it, the relative shadow resolution will be pretty low. We don't have an option to set shadow resolution higher than the…
Hey all, I'm back with pillars! I designed two types of these guys, each with the idea of an extending piston built inside to lend them a sense of purpose and get some round shapes in there. I also have housing meshes built alongside them so that they can be closed off when the scene needs it. Here are the smaller ones in…
Your prop placement and the sheer amount of objects is great in every scene. I think one major critique across all of the pieces is the lack of individual quality. There's a lot of tiling textures with uniform grunge that doesn't really send these to that next level. I can go into each one and my eyes immediately catch a…