Thanks guys. Alberto, I'll keep adjusting the specs. They look better in viewport shaders, I think, and I haven't done any lighting or material work yet. I don't know if it needs UDK fiddling, or serious readjustments. I still might go back and make major changes once the environment starts coming together. Hughie, I'm…
What you did there with the normal map... DO NOT DO!!!! The wear that comes with age like that would be in the spec map. Sure some tiny divots from being hit by objects but that's all. But those are not needed to get the effect that you posted as your reference. What you need to do is pull back some of the wear on the…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…
Hello, here
i want to show u our university project and I want to upload updates
step by step, to give u the chance to see what we are doing right
now. Also I love to read your critics so I can work on these problems
to get a better result. Short
presentation of the project: Like
I said before, this is a project of my…
I'd say that the room right now looks too boxy, and being sci-fi you could get a lot more detail in there. I really like the thing you have in the middle and the lighting you got going on, but you might want to reconsider doing something more epic. Play around with perspective more to give some more depth to your scene. :)
Thanks! We're actually playing with the lightshafts right now. I think the aspect ratio was skewed a bit whenever it was uploaded to YouTube, causing the moon distortion and several other issues. Not too happy with YouTube lately. Also, good point on the moon transparency. I haven't really noticed that, but I think there's…
Somewhat of a mood board. While I'm thinking outdoor atrium cant decide whether I'd prefer natural light or a night scene. Really need to start blocking out soon a lot of ideas in my head are clashing, not quite sure where my layout will progress. Definitely adding a sky way train in the front of the building, that might…
Really like what you did so far! Especially like the face, the only thing butting me a bit about it right now is how sharp the cheaks are (might be the light too, i'm not sure). But you can see this very sharp line going from the corner of the eye to the chin, you could smooth that up a bit. gonna keep an eye on the thread…
looks quite good to me. Highlights with slight saturation works not bad if it is consistent with paint color. Plus it also depends on lighting, so right now i find it good. Small suggestion though - the scratches and dirt on the rear armor near the bottom are visibly symmetrical. I would reduce them a bit around the…
It's light mapped, the floor is about 1024 because it is all one piece (I did that to get the right bay text, might make it modular later). Smaller props I start at 128 and work up to what works well. Also pro tips on how to force UDK to use higher resolution lightmaps…