Having a light shining on AO doesnt actually remove the AO. The AO is still there, but you just cant see it because the directional light is lighting up the surface, and therefore removing the effect of the AO from that area. Afaik AO and diffuse/specular lighting are done in seperate passes, so there is no way to remove…
Hello Bladers. Yeah, the pathway should be way darker, I think I can fix that lowering the intensity of the skylight. Regarding the windows, I will try to make some rough variations but one problem is that translucent materials are not affected by exponential fog in UE4 so I had to make a small trick using emissive…
also quick fixes to help the fountain scene would be to fix the normal maps, i think a few of them might be inverted. Also make a better lighting setup. Say a few red lights rite under a few of the lanterns with a very short fall of so they don't light much area But slightly hit the fountain. A blue/white light in the…
the falloff on the neon lights looks kind of odd. you would expect a bit less of an extreme falloff. also they seem to have very little effect with the overall lighting of the scene which clashes with their aparent strength. So far as your lighting goes its very white and boring. It looks like your copying the wards, which…
No need for the snideness Tom. It's monday fucking morning. We all know you're a smartie and you don't need to prove it. I never claimed to be an expert in aerospace engineering. All I was really originally trying to do was to show the people that consider this giving away military secrets that it's been done before. That…
Guys, I've got a weird problem with UE4 shadows. Before building the lighting, every shadow seems normal, but after I build the lighting everything seems to go wonky and crazy. I've got screenshots of pre-light build and post-light build down below. Links: Before light build: click me After light build: click me Any help…
https://youtu.be/YDeptWduHNc Today, we'll dive into the Substrate shading model PART 1. Substrate is a powerful tool for physically based rendering (PBR). We'll focus on the Substrate Slab BSDF, which helps create complex materials by allowing multiple layers to interact with light. This tutorial is beginner-friendly, and…
Hi, i'm really glad you kept on it since it's been more than 1 year when you started it. Overall the scene looks nice, with a good feeling and nice lighting contrast. I love the warmth in the middle compared to the coldness of the scene. Is your snow modeled or tesselated? There are a couple of things for me though that…
Hm... Did you bake the light of your scene ? All elements in your scene that has lights not baked is lit in real time which is really heavy. It is hard to keep lights baked all the time when modifying your scene, therefore, the best is to work in Unlit mode. And switch to Lit only when your scene is baked. Also look at how…
hey man, good start! Your overall image is too dark and it feels very much CG due to multiple things. Avoid relying on randomness nodes or textures like noise to add grime and wear to your models (looking at the shield metal), it looks unnatural. The spikes are clearly one single model spread all over. modularity is good…