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A few things that jump out. The street lines are too thick. Take a look at your photo reference again. I don't believe street lines cross at intersections like that. Break them up in the appropriate places. Why is the stop light facing the other direction? Check your reference again. The 1428 Elm sign needs to have glow on…
Hi everyone, I've been struggling with a lightmap issue with this prop. Searched this topic on forums but I've finally posted this and maybe someone can help. As you can see right side has some strange lightmap leaks after baking in UE4. The baking is in production level. This prop has two different materials, an opaque…
There are some great modular elements here! You will definitely be able to make an awesome scene with everything you've made. The night scene is bothering me a little, because it doesn't really resemble night lighting from the moon. The light coming from the windows should provide a glow from the outside of the frames, and…
don't listen to the "do it in post" people here are your 2 solutions: for verts - go to color>batch bake (mental ray) - set it from bake to: texture to bake to: vertex - change color mode to occlusion (tweak the other values if needed) - hit convert ( or convert and close) - right click your model choose color sets>color…
The textures look quite....Last gen. Several of them are quite blurry, too. How are the texel densities? It feels like they might be off, but it could just be an effect of the textures. Also, it's very flat. Not just because of lighting choices, but because everything seems matte. There's not a lot of reflection or…
Hey, I'm trying to tweak a style study I'm doing on Super Mario Galaxy As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well. In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse.…
I had the issue aswell, there's a workaround, select all surfaces (shift S), go in properties (F4) and there you'll have 3 properties you got to set back to default, it's a bug in march2 udk. lightmass settings > *use two sided lighting *shadow indirect only *emissive light falloff exponent set these 3 back to default…
Thanks for the reply. I tried exporting the package a few times and it didn't work. Like I said, I only got the models and textures. I figured it out by selecting the scene file in the asset browser tab, right clicking, then selecting "select dependencies". THEN ctrl click the scene file to include it in the package(with…
The first four images are slight improvements mainly adding rim lighting on suggestion of lecturer. The last two are the basically what I hope to use. I have a week left but only want to spend one more day improving them for the comparison to the reference images. I want to add some more illumination to the right hand wall…