The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…
Hello! Glad to say that this is officially my first post on this forum! So i was creating this scene in UE4, but whenever i add a different material the lighting doesn't really work like it's supposed to. On the first image you can see the lighting baked just like i want it to be. (It's only a directional light…
having the dark dim lighting on the far right makes it feel unfinished, like you missing some major piece back in that small area to light it up and make it feel apart of the scene (and you might have plans for something there already i unno) and yes i know its unfinished - but it makes it feel more unfinished then it…
Will you be updating this environment so that something in there is iconic NYC? Its the little things that'll get you here. Crosswalk lights and garbage cans aren't anywhere to be found. Street signs,Village Voice boxes next to the newspaper boxes, etc. The largest icon you'd be able to see looking out of the city from…
Combat is frustrating (playing on normal). I'm playing as what you might call a god of war, one that say, might make even a devil cry (heh) and I get that I got my powers stripped away but that doesn't change the fact that I still look like a hulk. I still have a sword twice as tall as me and yet little zombies take 5…
The final renders are really nice, good job! :smiley: Mirroring the box is smart but you do have a lot of unnecessary edgeloops which you should remove. The edge scratches are way too even, they feel like a substance painter default mask and dont feel natural at all. You'd also expect there to be scratches on the flat…
Good going . I think you can still vastly improve the lighting. Here is what I would do -The major amount of light is coming from those lamps, which would mean the scene is lit from top-down, however that is not clearly evident as the values are more soft and diffuse, so have a bit more dark on the top and a bit more…
Whoops. Thought you were talking about the zbrush material. The udk material is fairly simple, the icicles aren't actually clear at all, they are completely opaque. I have a rimlight being added to the diffuse to get the nice highlights on the edges, and I'm using the heightmap as a transmission mask to make it look like…
The scene is looking a lot better Erich! It is still a little too clean though. An ally in with buildings and a street with the level of wear that you are showing needs more clutter. Trash cans, a road sign or two, signs for the buildings or at least addresses, and streetlights. I agree with Konstruct about the quarantine…
That estimate sound about right based on looking at the guns in A3 but I haven't decompiled them so I can't say for sure. For the stock, there's a few changes you might make to give it more interest and accuracy. Generally the top stays more horizontal as opposed to sloping down as much as you have it. They usually have a…