I'm not sure if this is the right place to put this or not...but oh well. I'm about to start beating my face into a brick wall pretty soon anyway. I'm trying to get a nice render of the interior of my corporate jet in 3ds Max similar to this:…
Jeff's right, scene is pretty mid tone heavy. One of my favorite tricks is grayscaling in Photoshop (as suggested) and taking a look at your values. I'd be curious if you could post an unlit version of the scene and a lighting only version of the scene for us to look at. As much as there needs to be an importance on your…
Reuploaded the images. Strange enough that they were displayed on my computer, but not on my phone, as I realized this morning. I hope it works now. Concerning the colours in my normal map: The difference between my map and the example that you found is, that my tiles are arranged diagonally in the map. As far as I have…
Be sure to use colors for your darks and brights rather than mixing in neutral white and black. Right now all the bright areas of your newest piece go to greyish white. For skin in particular pay attention to how light bounces and scatters across the surface -- look up the 3D rendering concepts of sub surface scattering,…
hey guys. thanks for the inputs. i added reflections, but i have to really tweak them to show right. angles are off, they only look good from certain angles, etc. i have to rotate the cubemap so they are facing the right way. all in all, the reflections are present, (as you can see from the light reflection on the tiles) i…
I created the materials for the walls in Substance Designer using an instance with a different color for the right side. The light in the Unreal scene is still temporary. I used Vertex Color for the first time on the dark walls using an albedo map with dirt I also created in Substance Designer. (Still need to do the same…
it's actually MORE than that too...if i recall correctly. It has to render the mesh once per material per dynamic light that touches it, which is why UE3 has its lightenvironment stuff for dynamic actors and why its dynamic lights can be so expensive. If you place an object with three materials and put two dynamic lights…
The scene is looking great man, I agree that the new lights look much better. To push them even further it might be worth it to take the layer that you made the blue dots on in your texture and use it as a height map in crazy bump so you can get little normal mapped recesses around the lights. And other than that I think…
Hi I’m having this annoying problem with polygroups and wondering if anyone can help I’m sculpting bricks on a lighthouse And I’m trying to re set up my poly groups so the side of each brick are in the same group so I can sculpt the edges and add damage I’m having a weird bug and whenever I have one particular polygroup…
three are no sharp edges in real life. That's the main reason I can see for making a HP of the kind of model you've got there. All edges have a slight curve to them which catches light in a certain way- otherwise it'd be razor-edged on each side! The HP and bake will reflect this. It might seem subtle but the result to the…