He's talking about lighting techniques in rendering engines. Ray tracing is when the software emits photons from the lights in your scene, bounces them off the objects and into the camera to simulate real world light physics. AO stands for Ambient Occlusion which similar is to ray tracing, except the photons are emitted…
@ Archanex: Hi! I'm glad you liked the GDC talk! I'm always surprised when people know who I am, sometimes I forget how small the industry is :) I generally have to create extra controls or constraints when I'm working with scenes that have multiple characters and/or props. For instance, Imagine I have Scout, her dog…
I think you are trying to hard to have variety within your scene, trying to cram more details in to create that wow factor. Take a step back. More details does not necessarily mean its going to be better, far from it. Less is more, more times than not. I am not saying this in an attempt to have you redo work, remove…
Really solid stuff in general, and I really like the strong banner! Good stuff. ;) Here's a couple of crits that might help: - Having a specific texture tab is cool, but right now it's only renders. It might be cool for people to have access to the breakdown a bit (albedo/roughness/normals/...). - Environment and Prop…
rooster: I haven't tried using this method in a full production yet, I'm still in the experimentation phase with MR. But I'm in the process of developing some FMV's (pre-rendered cinamatics) at work for our next project, so eventually I'll give this a shot with a real scene and see how it holds up. We used scanline…
I agree with everything @teodar23 says. A lot of the scene is being lost with what seems to be a single material slapped on and calling it a day. For instance the doors, you have essentially metal for the door itself, rubber for the parts in between the doors and I assume plastic/ metal for the window frames. Try to make…
This is starting to look quite incredible! I love your hand painted textures. One of the things that stuck out the most to me was that your scene doesn't seem to have a unified color palette. It just seems to kind of be all over the place. As i was trying to think of ways you could fix it, i think the easiest is to tint…
Thank you for the comments, and although a couple of weeks later than I wanted (I've just moved countries) I can get back on with working on this :-) @FreneticPonies I get you on the trees, I didn't model them they are from the UE4 Kite Demo, so maybe it's the way I've added them to the scene that isn't working properly I…
The dominant label mostly means that the light is the primary light source, not that it is dynamic. You can make the entire scene shadowed dynamically by setting the 'Whole Scene Dynamic Shadow Radius' in your dominant directional light's properties to a huge number. By default it is 0, which means the engine will use…
Looking really great so far! A few things that stick out for me: Everything feels artificial, they are all in the scene but don't feel like they are apart of the scene. Too neat too straight etc. The ware isn't consistent across the scene. Your walls have taken a fair bit of damage and look old yet the rest of your scene…