Thanks Hourences, Interesting idea about skipping the light environment completely, gonna try that next. Having control of lights in every frame seems like a better solution then try to capture good lighting just from the environment. I think I came to this result by random on/off poking in the properties of every actor. I…
I played around with the SS Shader settings quite a bit... and managed to get some functionality in the end... but I still feel like I'm running blind on this so any tutorials that properly explain how a decent SSS shader is broken down in UE4 would be highly appreciated... I've applied the shader to the mushrooms and the…
So this isn't a progress post. One of the biggest things slowing down my 3D is of course work. Well, on Saturday, I broke my back from snowboarding a 20 foot jump. This means I'll have maybe a month off work? So, besides working my ass off to get physically stronger, I'm going to use all my bed time working on 3D (as soon…
Thanks man. Packing was just done manually. My process (once everything is unwrapped) is to pull them off the 0-1 grid, normalize the scale, adjust island scale for view distance (since this is an FPS weapon), then start placing them largest islands to smallest. It may be necessary to scale everything up or down a bit to…
Is the hi poly pillar based off of a real world item? I am wondering because I find it kind of strange that an all stone pillar like that would have trim that run down the edges that also made of stone. Also they terminate before reaching the base which makes them look tacked on and not part of the actual pillar. I think…
Hi there, Last time I wrote it down I was using this : Rays : 256 Distribution : Uniform Bias : 0.000010 Spread Angle : 175 Limit ray distance : off Attenuation : 1 ; 0 ; 0 Jitter, Ignore backface hits, Allow 100% occlusion : off Now this was a little while ago so things might have changed since then... I'd have to double…
I will just continue with what others have said :P .... The scale is off if you look just at the door and windows. the windows appear to be on the floor of second floor and as big as the door. Along with the large garage door at the end of the alley which seems on the small side. The lighting doesn't add a ton of contrast…
Composition wise, I think in the first one you need to pull out a bit, it feels a bit cramped and noisy. I would try to fit a bit more of the ground in. The second is good but pretty similar angle to the first, so why not rotate around and show off the door a bit more from the front, in detail. The last is good, but there…
Ive watched through episode 7 and it gets better as you go. The first episode is sorta overdone, and does rip off a lot of other movies, but so many forms of entertainment rip each other off i hardly think that matters. Sometimes the sex scenes may feel out of place but helps the show appeal to a wider audience. What i…
also i think you spec map is a bit off, that you render with it having no spec other than at the edges. this could make it look like maybe painted metal thats had the edges scrapped off. Spec maps from zbrush dont really work because of the way the lightng works you would have to set up a light rig to get a good one.…