You can try tinkering with ambient occlusion to get your chairs looking more "grounded". You can use Screen Space AO (found in the post process) to put more shadows in your scene globally but be careful not to set it too high (as you'll run into "halo" artifacts that increase the shadows way beyond the object's size which…
And so I continued adding all the assets with the following row: Ceiling lights: First one is the kitchen light and the second one is a ceiling light for the hall and for the bedroom / balcony. I used a blueprint in UE4 so I can make changes on it easier. The next models that I made were mostly furniture assets like the…
Well the issue is i had darker version and the problem was you barely could see anything. I had to decide whether I want it be more dark and you can't really see anything, or over bright and make it brighter, but at least you can see what is going on. I will try to tune it down, but I'm not sure it will work well though. I…
I Zremeshed it in Zbrush and realized that I can get away with a lot less quads, so then I used wrapit plug in for max, to make tentacles (thus branches) - but it took me ridiculous amounts of time. I'm going to learn 3D-Coat for this business, does anyone have better suggestions? I've placed my re-done asset(s) into a…
Skel/Interp actor use an Environment Light (visible in the properties of the actor), this a sort of cubemap that merge all the incoming lighting and compute the dynamic lighting on the object. Static meshes don't have these env light, also static meshes are good for props, not for character because lightmap are not…
thank you !! just got a few questions : 1. when placing the dominant directional light in the scene (outdoor enviro's) do you place the light any were in udk space or do you place it inside the light importance volume box.. also what direction do you rotate it because i cant seem to get my terrain and objects to cast…
For that pile of bricks I would create 3 or 4 unique bricks bake them to low poly then arrange the low poly. If you think about it there are 6 sides to every brick so technically speaking you now have 24 bricks to play with from any one angle. You could also create a tiling rough brick texture and use it as the inside of…
@Patrick Cundiff Hey there! Actually these were mainly modeled in Maya. I did really fast Zbrush sculpts to block out shapes because we weren't really using normal maps then I retopologized the pieces in Topogun 2 and did final tweaks and proportion work, uving etc in Maya. I took them into 3D Coat after that, I hadn't…
Whether a game engine can make AAA games shouldn't even matter if you aren't a AAA studio. AAA content = $$$ to produce. From hanging around the indie community, it looks like Unreal & Cryengine have almost no foothold. Unity is the most popular 3D engine but 2D games make up a bigger chunk because it's cheaper and easier…
What I've been doing a lot lately is approximating ambient lighting with low-intensity, saturated pointlights + lightmass and then using intense dynamic (movable) lights with shadow buffer shadows serving as keylights. This way you get very high-quality specular response and shadows that tie dynamic + static objects nicely…