The third picture is certainly looking better. I would take it even further in the direction your going. Meaning make it even more matte, and less specular. For both the brick and the soot. I think if you can visibly see the highlight on the soot, its too glossy and too specular. I realized i didn't explain very well what…
I got a couple cool updates to share. Firstly, I tried to make the UI a little more readable by making some pseudo-sections. I also have started including a "READ ME" file that includes all the descriptions for the scripts. This way you will always have them locally if you need them. **IMPORTANT!** If you have used this…
Hello. I'm trying UDK for portfolio. And we need to use many materials in a scene. I thought it troublesome to make a new materials. Then, I'm making the materials with all required functions. Please try this materials, and show me used scene if you good. http://unreal.rgr.jp/Mydownloads/WL-Shader/index.htm These materials…
Hi! Nice model, but the materials could definitely use improvement like you said. First thing I would do though, is add some more dynamic lighting / environment. Right now it's too flat, and with these flat viewing angles as well it's quite hard to tell what the material is doing and therefore do any meaningful work to it.…
I am trying merge a bunch of objects from one scene into another, but they are coming in completely invisible. They're not in a hidden layer, and I've gone through the display settings and found no problems there. I can find them in the scene explorer, and when I select them the transform controllers show up. I can also…
Hi there! I just recently picked up UE4 and put together an environment! I spent about a month on it from start to finish. There are quite a few things I would love to go back and touch up or fix, but with the school semester about to start again I'm going to be off running into a new project. All of the screenshots are…
The following procedure covers creating an Ambient Occlusion or "shadow map" using a normal map and low poly mesh in 3ds max 8. This may be old news for some of you, but it is a technique I learned recently so I thought that I would share. Some may ask "why not just use your high poly mesh and a projection modifier to…
Try this out: Select your objects and run the script. It will condense the material editor for any unused materials and remove textures from any material in the scene. It doesn't work on every type of material but it should work on basic ones or even subobject ones. I haven't properly tested it but it should work ok.…
OK I am having a problem where my textures are not saving to the material or rendering. I open my mesh add a new material, add my texture, then apply the material...and nothing. When I switch to one of the materials that came with the engine they load fine. When I go back to the material that I created the textures are…
The pillar/pillar ceilings and the walls being of different materials feels like its throwing me off a lot. The pillars look marble and the walls look old castle stone.