Hi there, I think that compering UE4 vs Toolbag is wrong. They are two different softwares, serving totally different purposes. Toolbag helps you put together a comprehensive presentation in a real time renderer, fast and easy whereas UE4 is a sophisticated 3D game engine. If you want to demonstrate your UE4 technical…
You've seemed to ignore key critiques, especially the one above which makes or breaks the attempts to re-create this style. Having said that since you probably will not be redoing work, and fixing what is being mentioned in this thread & which is a part of working for the industry which is reworking everything (maybe even…
Cool, looking good. A couple of notes: The screen left hand feels too linear as it plants on the arm rest at roughly f16. A bot of jitter at f11 for screen right hand. The feet moving at the start feels awkward. I get what you're going for, but I don't know if it feels natural. I feel like the screen left foot could start…
Have you tried implementing a BRDF? That should be able to give you PP anistropy, if done right, good for micro-cylinder hair lighting. http://boards.polycount.net/showflat.php?Cat=0&Number=121008&an=&page=0&vc=1 We have a couple controls for it, but it hasn't been on the front burner so it isn't working in our runtime…
Misanthropy: I think each individually modeled element looks good, but overall the scene lacks mood I think. It's tricky knowing how far to push the realism when you're essentially making a little diorama that looks like an Airfix ( Tamiya, whatever ) plastic model kit scene. But personally I think it could use some better…
[ QUOTE ] a product on sale should work properly. I am surprised there have not been more legal actions against game companies [/ QUOTE ] I'd be far more willing to apply this to other products than games. Often in games, bugs are unfortunate coming together of certain events that QA haven't come across or been able to…
@Donato Thank you for the compliment. I learned a lot from the last environment challenge so this one is going much smoother for me. I'm also allowing myself some artistic licence so I don't spend forever trying to replicate the concept art exactly. That was my main problem in the last challenge. :# I wouldn't worry too…
Lets break it down. Low poly model: You have used far too many polygons for something like a bin. the model itself is nice and clean but too dense. Avoid modeling bevels and small bumps into low poly models. that's what the normal map is for. also you could do with using fewer segments on the cylinder. Unwrap: You should…
You will not be concepting unless in very small teams, so focus fully on your 3D. The stuff is not bad, but at 25 youre behind. The mixer is nice, especially if you did all of the image, but the rest seems way below. You need to be able to get the whole highpoly > lowpoly baking workflow down and know how to texture…
Nice !!! I think there might be some scale adjustments to be done later on with the effect as a whole, but as far as the fireballs themselves are concerned I think they are perfect - they look very, very good. Great job ! On my end I have been exploring the technical steps required in order to add an FX emitter to models…