So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least. I've tried -manually setting up smoothing groups, -mirroring UV's in trouble areas to see if it is caused by normals. -Remodelling the low poly from nothing to try and get…
Block out is essential on a piece like this. There is no need to model this planar face with so many loops running horizontally. You should have just the bare necessary points to make the shape look right, then you can support it. So try model that particular face with 5 points. All on the same face. As for polycount,…
Connections, in my opinion are the most important thing for a variety of reasons: 1. they can get you jobs. 2. they can lose you jobs. 3. they can help keep you on your feet during rough times. People say (and i agree) you should have an excellent portfolio, but does it really matter how good your portfolio is if the right…
ok I'd have to agree that in these 2 images the right image (without normalmap) is a bit easier on the eye, although its slightly more visible where the grass planes hit the ground without the normalmap, but maybe vertex shading to match the terrain could resolve that. I see what you're saying about subsurface, maybe if I…
Thanks, yeah I might give it a try on the Unreal forums I didn't even think of that. It's just that it seemed so close to working, it does everything I want but the tilting only happens on one side. I tried connecting it into a print string to see if I was getting only left input but no, left prints 1 and right prints -1,…
I’ve been developing a fan-made Overwatch character as part of a 3D character study for my portfolio. I’d really appreciate your thoughts on both the visual design and the abilities, as well as any suggestions you might have.
So I'm a newbie to UE4, but I'm really trying to get the hang of it. I started a new 3d blue print, with importing my own custom content, and I keep getting this kind of lighting error on the custom ground mesh. Why is this happening? I figure it's a lighting issue, but it's pretty drastic. Thanks.
I've been trying to fix the awkward lighting on my trees in my forest scene and it seems like setting them up to use back lighting like this would help a lot. Could anyone show me a quick material setup for something like this? I tried to set it up myself based on some information on UDN and by looking at the foliage in…
Hey guys, just a quick question. Does anyone know any good sites or tutorials on how to create good environment lighting? I know Post process volumes help out a lot too which I know little about. Currently I'm doing a outdoor scene and just have the basic morning sun stock skydome but am looking to make my lighting my own…
Hardsurface; Your environments are more interesting than your singular props. Your hard surface models need more texturing work. To give you some idea of what I'm seeing; - The batmobile has splatters of mud but it kind of ruins the model. - The gun doesn't have any variation to the textures, so the texture is quite…