This is awesome, love the diorama, and the direction you're inspired by. I searched this game and found what I hope is a representative image: This game looks really cool, great inspiration! It's important to note that this uses lighting and post-processing to change the "look" of the assets. I think they are using PBR…
so it turns out after having my appendix removed over Christmas after it tried to burst on me i can't sit up enough to comfortably use my tablet and sculpt ( have my desk against a wall so normally i have to sit with a half decent posture while i'm working, that and my tablet is plugged into the back of my machine)... so i…
I just finished my rendition of the Sci-Fi Light. I created the light model using Maya then did a minor pass in Zbrush to add a little surface damage and to not make the edges so sharp. I then sent it into Substance Painter for the texturing and finally imported it into Unreal engine for the final render and used…
I was bored today so i wrote this stuff I had in mind. It's a modification of a regular point light system with quadratic decay. Instead of using point lights that have no physical shape I'm using spheres. It's more expensive of course and I haven't optimized anything yet, plus it only works with specular right now. You…
looks nice, but the area around the cupboard in the back looks to dark but in same time to saturated to me also you might add some more details and lighting to the door in the back right next to the cupboard. it might be in the back but its sitting quite in the center of the image and close the counter and its colored…
Hi guys, I'm new to UE5, and I'm encountering an issue with AO maps. Here are my troubleshooting steps: I adjusted the AO inside the PPV, and added these scripts: 1. Ambient Occlusion - Post process fix: r.Lumen.DiffuseIndirect.SSAO 1 r.Lumen.ScreenProbeGather.ShortRangeAO 0 It works with overall AO of the scene but not…
You can't run a real time viewport using MentalRay only DirectX. You can capture viewport animation by going Animation > Make Preview. Make sure the viewport is maximized and that you're output settings are set high enough. You can also get some funky lighting errors when switching back and forth between MR and scanline…
It worked well, might want to add in some ambient sound, give it a more creepy feel. (Add some text saying that you can right-click for fullscreen) Personally I walked through it in one go, but it felt accidental when I found the suitcase and the correct door. Other than it feeling a bit repetitive (decals and some…
Materials look good to me. My only suggestion would be that there's seem to be quite a few uninterrupted straight lines. Mostly where the ceiling and walls meet. The desk with the water on it looks a little thin. Maybe it's the lighting but the resolution on the brick work looks a little low? Also there's a LOT of brick,…
@Carabiner Thank you so much ! :smile: Yes you are right I used very soft light on my Marmoset scene I was pretty happy with the overall look and mood of the renders so I decided to stick with it but since you pointed this out I'll definitely insist more on the lightning inside Marmoset for my future renders ! Maybe if I'm…