Sorry for not getting back to you, especially after you posted your unlit/lit modes. I was in my final crunch weeks so I was pretty busy. Thanks again for posting those images, they gave some great insight. Looking at your recent image, I've listed 3 main points. Your sky needs to be brighter so you can silhouette the…
In a word, no. To use more words, there's little in what you've written that suggests any innate potential to be a good writer and much that suggests you have a lot of learning ahead of you before you're an adequate writer. I won't get into specifics of grammar and spelling, except to note that if you're not very good at…
I really like it, its a great piece of work. I do have a few crits mostly with the texture work. - Paint less shadows and do a lighting bake instead, its just too hard to get shadows right on a UV jumble. - Things are a touch too dark and contrasty. - You painted quite a few highlights in the center of the pieces, and got…
Details: Well, first pass on all the props is finally done. Each of the two rendered shot's were done in Max, which won't be the rendering tool we use for the final frames but I wanted to do something to show them lit. The way the pictures are divided, is each picture contains all the props that were using the same texture…
Hi Vesp! Strangely enough I find Maya's UV editor much much better than any other. I find myself using only a few tools, but being much faster than in Max no matter what plugin I used to help the process. First off I would recommend getting the Roadkill plugin. It's free! It's possible to work without it but it would be a…
(8/28/21) Big Update! I am out of the blockmesh phase and into the early asset production and material creation stages of my environment! The last major layout change I did was scale the parking lot down quite a bit and moving the pumps and top over closer to the storefront. I felt the parking lot looked too spacious for…
Its actually not hush hush at all ha. Its simple straight forward stuff that we just polish really well. Dynamic Lights: Things like torches, flood lights or lanterns that cast light and would effect the players shadow are simple run time lights. These are of course expensive compared to pre computed baked lighting but…
Ah ok. That makes sense then. What it seems you're experiencing is difficulty reconciling physical lighting with the virtual approximations. You are correct in that in a dark room everything is black. This is actually a good insight into the nature of how we experience color. The concept of diffuse color is only valid in…
@Jack M. Thanks man. You just got me started on the Water. Here we go ^^ The year was 2015, I decided that it would be a good idea to have translucent water in Unreal Engine 4.5ish. We wanted to have a cartoony WindWaker/Rime type white rim around the edges of the water. The only way of doing that was either manually (no,…
TA's model has so much wrong with it, I don't even know where to start.. Her model is skinned and triangulated quite badly.She was never triangulated properly so any new instance of her model has different triangles, that means her model from the website, the LOD1 and the LOD0 all have different triangles.. oh and LOD1 and…