Thank you! Some of this attention to detail for this scene is also from lugging around band gear, and doing live audio myself. Here's some lighting updates on the scene: - Decided to go with a triad color rule for the spotlights. - I initially had everything as dynamic lights for some odd reason. I think it was originally…
So, you have this intence detailed lamp hanger right ontop of and next to the bloddy boring window on the generic stone wall? It seems out of place. It looks great on its own. But putting it in such a grand place like this, it becomes lost and just a small nub to the rest of the scene. See in your reference how the lamps…
You can try tinkering with ambient occlusion to get your chairs looking more "grounded". You can use Screen Space AO (found in the post process) to put more shadows in your scene globally but be careful not to set it too high (as you'll run into "halo" artifacts that increase the shadows way beyond the object's size which…
Hi, here is the quick breakdown as promised! :p This is my kismet, mainly my matinee set up where I animated the lights and had my camera set up in. This is just some of messy fx setup for probably the most worked piece being the lamp particles. I could've opted for lensflares but I felt they would be too overpowering for…
@Zyhael In Unreal go to the content folder or whatever folder you want to hold your meshes click "import" and find the FBX of the mesh. Then you can click and drag the mesh into the scene. If you've already built your scene in something else I still haven't found a solid way to import a scene from one software to Unreal.…
I know its been slow but here is a small update of the scene. Things to do: Objects still need final texture pass Floor looks like liquid Gate dampeners on either side Add servers and machine guns to scene Blast doors Windows a whole lotta animation and FX shiznit @nuclearjelly yeah the walkway banisters are way to high…
Using environmental lighting is different from using a skylight, and not outdated. It is realistic for outdoor scenes as well. In real life, you have two primary light sources in outdoor scenes, the orange/red directional light from the sun, and the blue color from the sky. Sunlight appears white in most cases because the…
You have some very nice work, Alex. I have to agree with easterislandnick though. The museum is missing the beauty of the original concept. Since it is your most impressive work from your site, I would put the Tekkonkinkreet city on hold and finish the museum. I don't know if CryEngine2 supports vertex painting, but that…
Ok, time to ramp up the difficultly here. Your plan to blend photos with hand painted textures does not work. It would work if you painted your textures more realistically and touched-up the photos to blend in the scene. Unfortunately, your scene has obivous photos sitting in it, and yout texture painting isn't close to…
The reason for losing motivation is because the idea wasnt well flushed out. If you would have thought about it more you would have realised that the idea is meh. Its just not that interesting. So you either add more to the idea or change it completely. Thats my opinion about the concept. The scene suffers from some issues…