Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…
With the latest versions of Toolbag 3 i noticed that there are now 4 different types of tone mapping: Linear, Hejl, Reinhard and ACES. Can someone explain me the difference between these 4 ? I tried searching on Google but i didn't find much. I know that Unreal switched to ACES because is the standard in the film and…
I was up late one night,couldnt sleep so i decided to get stoned,play with my camera and put on this goofy looking winter cap i bought in a store Amsterdam which sold Swedish imports
It doesn't look horrible, it looks like a stone wall. There is something a little off about it though. They all seem to have a uniform minimum distance between each stone, and some would sink into the mortar and probably come to rest directly on other stones? These look more like stones you would use on the ground not…
Hey Sithis, welcome to the forums. Good job on getting the scene this far but I believe theres a lot of tweaks you can do that will drasticly increase the quality :) - Your pillars are quite short and squat, in the reference this pillars have a lot more height to them and as such really give the composition a lot more…
eat 3d has a dust tuts its pretty good its a free tut. u could keep the roof basicly a stoney pic with just abit of details here and there and around the stone at least it will give u something to work with
Hey Guys, I have some new progress to show. Some updates are that I adjusted the Landscape a bit by lowering the contrast of the normal information as well as added a PDO blend to the shader allowing the two meshes I made to blend more cohesively. I also adjusted how the larger Ruins Walls are created. I created smaller…
I just noticed - the transition between the dusty floor and the stony bridge is far too abrupt and really gives it away that this is CG. If you get a good blend between the two (with dust settling between the stones via heightmap) then I reckon it will really push the realism. :)
While the stone lion is a great idea you would have to be careful about its implementation and look as I think the Juggernaut healing ward replacement could end up looking quite similar. That might impact your chances. http://www.dota2.com/store/itemdetails/4103
Hello everyone ! I hope you're having a nice day ! First of all, I am kinda new around here, so feel free to tell me if I've posted this in the wrong place. I'm working on my first game environment in Unreal Engine 4, and was having trouble organizing my work. I need to know if my workflow makes sense, so if you would be…