Hi my name is Brian Choi, and I'm the student Art Director of "Core Overload," an Advanced Final Games project for the Fall 2012 - Spring 2013 year at the University of Southern California. Core Overload is an 8v8 online multiplayer spaceship shootem-up revolving around customized ships with component based destruction. I…
I didn't want to make it too bright outside because I wanted to have contrast between the fluorescent light inside and the sunlight outside, I'll fool around with the lighting and see what I can come up with, maybe I'll just make it night. The hoses from the ceiling were like that in the concept I've been working from, but…
Now that I've more or less come further than I did before it's hard to write this thread like "feedback to my former self", so I guess this will just turn into a WiP thread where I make some jabs at my former self, "this is what you should have done". Did some further tweaking of the lighting to get a softer result. I know…
I have never made a color palette before. I just finished watching this tutorial which I really enjoyed: [ame=" https://www.youtube.com/watch?v=9kQllLy_X4I"]How to Choose Colours that Work! - YouTube[/ame] But it was geared towards making a painting in Photoshop and not really aimed at a game engine with a lighting system…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Trying to do some lighting tests with my chinatown scene [see -> here], and I'm running into problems. First off I have no idea how to create any light except for the standard one you get from right clicking > actor > light, and I'm pretty sure there are other ones. That one is like an omni light in max and it sucks. Any…
Hello everyone! Heres what i posted in my thread but figured i should post here as more people might check in (i really need to see how to do this so i can start texturing :( ) Ok so here is what i did, i set up the lights like in the second picture so that i could render out a light map to overlay ontop of my diffuse. The…
What made me feel like crap: Wanting to say, what i want to say & the rest of "you" preventing me, you as in website "mods" & the like because reading the truth (or you claim my truth) will ruin your day if other people get to read it, they might agree. Wanting to say a lot of you claim to be adults & show a lack of spinal…
Can you link the guide you were using, perhaps? My initial reaction would likewise be that it looks a bit flat and washed out. Could be exposure settings. I haven't used Unreal for lighting, so some of this might be off, but what kind of HDRI are you using? One for the sky or one shot beneath a canopy? Either might be…
Bloom isn't about the brightness of a light, but rather the amount of particles in the air. Think of a light source on a foggy night vs a clear night. I agree that a lot of games overuse the effect though.