might be better to see all in all once you started unwrapping and texturing the other parts as well as most of the model is displayed in grey. Just like on the shoulders some accents like key- colors are needed but its hard to tell right now where. I would rethink the lights as they look to much Epic e.g Gears of War style…
You have some good work in there but I think you're holding onto some weak pieces that might hold you back. Always flush out your older, less attractive pieces with newer ones. It's good to have volume but a bad piece can easily wipe out a lot of the gains you get from some really good pieces. Substance Designer Stuff You…
Hey Don, thanks for your support. I agree on everything you said. I combined the left and right wall with the door wall together as one mesh in 3ds max, maybe thats the problem why it isnt receiving any light or shadows? All 3 pieces combined have a lightmap resolution of 2048, not sure why it is acting that way. I changed…
CCP games is integrating it, but into their own engine so I can't really tell about any performance in Ue3, but it's pretty fast (on very 'current gen' kind of configurations). Enlighten is not yet 'radiosity on the fly', it still has a notion of static vs dynamic. The pre process is pretty quick tough. What's especially…
I think the lighting could use a bit of work. Seems very dark. The eye is instantly drawn to the city and not the hallway. Were you using any references for the lighting?
Hi there! I would just like to share some of the freelance work I did for an upcoming F2P combat flight simulator for Android. This was my first time doing this kind of GUI work and I would really like to know what you guys think, what you like and dislike, so I'll know what to do differently next time around. Even though…
Making it one big mesh works too and has its own advantages but it won't be reusable easily as with a modular approach. Also with very big assets you may have to switch to dynamic lighting in Unreal because your light maps are either going to be very heavy or very low res and your shadows will look bad. If you're making…
Yeah, I think you're right. I'll try making it a bit glossier. I'll also try adding some more detail to the material as well as it feels a bit boring right now. In the renders the material looks a bit too orange as well, but that's mostly due to the choice of lighting as the ivory material is quite desaturated already. I…
Thanks everyone :) I WILL get that gold tone in there, but currently I want to make sure all my textures are "done" with the current colour scheme, from there it is very easy to adjust the colours once I can see everything in the scene. I think total I have 4 lights in the scene right now, 2 mimicking the top lights (I…
I like the design and I like you lighting. My biggest issue is that the red and blue light seem to be coming from nowhere. It might just be the camera angle, but the only light sources I can see are the white lights shining onto the wall and a couple of panels that would not be producing nearly enough light to completely…