On our current level, any characters we spawn on it are using the environment's post/lighting settings, which make our character look washed out and generally unreadable. I need someone experienced in UE4 to separate players from environment and re-do the post for characters. Note, we are a MOBA style game, so familiarity…
Hi everyone.... I figured it was about time I made an account on here. I'm studying Games Art right now and I'm in my final year at university, my goal is to become an environment/lighting artist. I do post on my uni's forum but I'm finding feedback hard to come by these days, probably because it's crunch-time for…
Watch the DoF and bloom in the render, need those to supplemental. Right now they are taking away from your renders in my opinion. Would like the shot better without rather than with right now. I think cutting those by 50-75% would do this a ton of justice. Just my 2cents. The model it self is really solid in nearly every…
woha, it does look better already! i think you need to fill the space in the bottom right and that ceiling piece looks a bit out of place, but stick in there! lighting wise, maybe have a really bright light at the end of that ramp that casts some nice shadows/constrast into the hallway!
Incorrect. The blue channel has nothing to do with magnitute...Your thinking of how a bump map works. The three channels of a normal map store the ANGLE of normal vectors...Red is X, Green is Y, and Blue is Z. So in any one pixel, there is a value for each channel, giving angle for each axis to direct light which way to…
Paroxum and A. Kincade - check on the more trash and rubbles. and pushing the lighting more in the tunnel. I'll definitely work that in. Vig - Thanks for the awesome crit. Super helpful. The lighting I jacked up a bit of the brightness to be able to see it. I probably need to adjust my monitor a bit. I checked on another…
To be quite honest, Justin, it's hard to say. UE4 has so many perks. But if its a really nature-heavy scene, UDK might just be better since it supports custom lighting modes. UE4 is restricted to deffered lighting. However, I've seen some really nice foliage around the Unreal Forums, so I think someone will come up with a…
The reason I used one smoothing group was because, when I used different smoothing groups wherever there was a hard edge, I got this I didn't get that seam when everything was smoothed. Also, the bottom piece seems to be working out fine, and it is also one smoothing group which is weird. Or maybe the bottom piece is also…
had looks like a side profile of a "small house" was that the intention. I feel the final bottom part could be used for some sort of info, seems like wasted space to make, yes i am very late but better that never receiving a comment. Perhaps a lot more color playing, pink nearing towards a redish might be best to stand…
Thanks again Eric. You're probably right that the back of the headstock is too clean for the rest of it. I think I didn't prioritize it since it's the back. Consistency can be the sort of thing to need pointed out. I imagined this as being cleaned off regularly and still in use. The paint chips and the oxidation on the…