Hey good work - although I must admit when I first saw it I thought "Ballack" not Kahn, but its coming more towards Kahn. Green: The protrusion of his forehead (from his eyes) goes up a little higher than you have it. Its not much but it makes his eyes look more dominant. Blue: The curve of the eye (highlighted BY the…
Hello folks. I'm working on an art test for a company in my city. The things were going pretty smoothly until I encountered texel density. I found several approaches to adjust texel density but none of them worked well for me. Requirements for the model are: 2048x1024 texture 200px/m2 texel density 4px UV padding From the…
Mathematical construct issues aside, I've never, ever, had a piece of HLSL with a FOR loop work in a UDK custom node. Regardless of if it was fed a constant or variable for number of loops. This pretty well precludes the entire importance sample and gather functions and rather destroys the idea of implementing that in…
Hi everyone, I’d really appreciate some fresh eyes on this render that was done in Octane. I’ve been staring at it for too long and have hit that point of familiarity fatigue and tunnel vision -- I can tell something feels off, but I can’t pinpoint exactly why. When I compare it to other beautiful, moody, and…
okay next post i promise will address the skin tone issues!!!! right now nothing changed skin-tone wise but i wanted to post the progress on the body as I gotta finish this project up before gdc. still work to be done, but would love any and all suggestions on the texture. would really help! thanks everybody! still got…
Almost didn't click on this because I've seen a little too much zombie-related everything--but that would have been a shame :) Even tired stuff is worth a look well done, a point which the show itself makes quite well. Thanks for posting! Lovely sense of atmosphere so early on, well done. Taking notes here and looking…
Thanks, yeha i saw the zig zaggy thing i just hadn't got round to fizing it its done now. i dopped the spec and normals on the jacket sand shirt. I had a AO issue so ive gone old school and dropped the AO onto the Albedo for now. Has the jacket gone to far the other way in terms of not seeing the material details?
Bleh, going pretty slow with the low poly and normals on this, should have been done a long time ago... Anywhere heres the scope with normals weeee. No work has been done on the diffuse yet. {edit] Something worth noting, if you increase the saturation of your normal maps in photoshop it can give it a nice little extra…
Sounds like a good thing to be able to tweak the materials in udk with a multiply node instead of having to change and reimport textures from Photoshop. At least until you've figured out what needs to be done. I suppose I could add desaturate nodes as well to see the scene in greyscale. I'm still learning UDK so these kind…
Ok! I haven't done that much lighting in Unreal yet, but I know there's a Post Processing Volume you can set in the scene, and one of the effects is tone grading. That will allow you to adjust your darkest shadows to be a particular tone (blueish, redish, etc.), so you can try playing around with that. As for ambient…