How will change our workflow for this new tech revolution? I am amazed by the new Unreal V tech demo , but especially by the announce of Lumen the new global light dynamic system that promises the same fidelty of illumination of baked light in dynamic conditions... What do you think?
The time varies, based on subject matter. I think the general estimate is 3 weeks for HP, 2 weeks for low poly and processing. Maybe a week for texturing. Speaking for myself, I try to stick to that schedule, but in practice I often revise and revisit a model several times throughout the project. What I've found is that I…
Hi im new to this and this is the first time i am rigging something. and so far the only bones that work are the barrel and the whole weapon bone. i had already made sure prior to this to separate every item that i will be moving to the vertices thingy and named it right. (im sorry if i named the gun parts wrong) Please…
I have done similar stuff in my likeness work as well, however, I never really used a material and moved the light around much real time, and I really should be taking advantage of that too. So thanks a lot for the write up dude. The way I usually work is swapping around different materials to get different looks at it,…
After a very long time away from this I finally went back to it and got it finished. I had completed the texturing a few weeks after my last post in this thread but never got around to posting an update in here. Also, in the mean time I made a pedestal for it that doesn't actually work well for presenting because it's…
Finally learned to texture. Can't say I'm completely happy with the result. I did a rough attempt at baking (not the proper way, simply by shading in photoshop). I did remove the gloss effect, however, and that is a step in the right direction. 384 faces is final count. I don't want to spend too much longer on this guy, as…
Congratulations for finishing your game, that's an awesome achievement! I like point-and-click and detective games, so I might give the demo a spin when I find the time. One feedback I'd have is that while I think the art direction is a fitting choice, replacing the blob shadows with actual ones (e.g. via depth maps in…
I like where this is going. Do you have a reference? What stands out to me is that all the textures except the plaster seem too light. Try making your midtones and shadows darker. The highlights on your edges should really stand off. As to the individual textures: Roof Tiles - The darker areas under the slates - possibly…
Set up your own post-process chain to edit and drive post fx in your scene. Editing this via the UT_Postprocess chain will give you these effects on all your other maps since It's local based in your UDK folder. Setting up your own chain (right click in package, create postprocess chain) will allow you to set up post fx…
Hi, I’m trying to composite an image to the frame. Hence, I needed to have the BASE COLOR on the separate pass then add a LIGHTING pass to have the resulting BEAUTY pass. However, it does not seem to work. I also tried reversing (i.e. BEAUTY pass less LIGHTING pass) but it does not seem to result to a BASE COLOR pass Is…