Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
Hey chilemang! I think you have some pretty sweet stuff happening in here. I can throw in my two sense but I am a student myself so take from it what you like. First thing I noticed was in your cafe scene, when you switch to wire frame there seems to be competing geometry in the door way. I would fix that because it…
in max / simple Cg world: diffuse is surface with normal at maximum 90° to the light. beyond that (backfacing light) is ambient. so in opengl or whatever you will find two color values you can tweak for light and material: diffuse/ambient. which will be picked based on normal/light relationship. however as normally those…
Once again, Lightmass steps up to the plate as the most infuriating feature of UDK. I can never seem to make heads or tails of it. It's like the 3 yr old who can't make up his mind whether to be complacent or to start throwing tantrums. This week's issue seems to be something to do with AO. And more specifically, AO with…
@finalhart Thanks! I wanted to do a version of it at night and I realised there isn't really anything that would light up in the scene aside from magic orbs above some pots. I've decided to add a little of my own flare to it by adding some pulsing lighting to certain objects and also on your suggestion I've started trying…
Nice scene and great style ! For the lighting, just start all black. Begin with a general directional light (i hope there are some windows in your scene where the 'space light' could come from ?:) ). Then add your principal fill lights from your props (the blue glass tube is the most important source light here as…
Moose: I think that is pretty close to the angle of the concept? Daveett29: Ambient Occlusion, you use the render to texture feature. It would help a wee bit, but I think you're just putting more icing on the cake at this point. Looks great, very close to the concept, nice work! Crits: - You might want to keep tweaking the…
This is a great start so far. Sweet model. The lighting is a bit flat overall. You have a strong overhead light causing a big blobby shadow, but the light source isn't visible in the rear shot. Each light should have a physical source in the scene (even if out of camera, it will still show up in reflections). Seems like…
Oops, yeah you pushed the lighting a bit too far. What I meant when I said to brighten it up was to add some more softer lights to the sides of the streets so that the edges aren't completely black. The previous lighting was fine for the center areas, but you just needed a few more accent lights in there. And rather than…
Not really sure what it looks like when in FPS style view, but I think you are relying too much on just the sunlight to light the level. I get that its near the ocean on a clear day when the sun makes a HUGE impact on the lighting of the day. I think it would almost be better moving the sun down over the horizon, that way…