FMPONE Posted November 26, 2017 Report Posted November 26, 2017 1 hour ago, knj said: I feel like it's been eternity since my last post here. I had fun with lighting in UE4, not final shots. I'm not entirely happy about it, a specially the "dawn" light. Still would be great to hear what do you think guys ! This looks awesome! IMO, they are both a bit too saturated, sunlight is more white than that, but the first one is much closer to the mark knj and Warby 2 Quote
knj Posted November 26, 2017 Report Posted November 26, 2017 Thx FMPONE!. I totally agree. I wanted to push it more a lil bit, to be more interesting that regular real life sunlight Thx again, tweaks needed FMPONE 1 Quote
blackdog Posted November 26, 2017 Report Posted November 26, 2017 (edited) @knj depends what you trying to achieve, if is realism what Fmpone said is true; I can say I like more the sunset shot because there’s more dynamic range, I can see more of the outside while the first just seems blown out in terms of exposure. It’s not realistic but if is a stylezed scene I can’t see how you couldn’t tone it a bit down and make it a favourite. I feel it tells more of a story than the cold version, atm makes me think a nuclear bomb just went off ? Edited November 26, 2017 by blackdog Quote
leplubodeslapin Posted November 26, 2017 Report Posted November 26, 2017 I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017. It will end in 15 days, so hopefully i'll show my result when i'm done Lajron, Harry Godden, StormCatcher.77 and 4 others 7 Quote
FMPONE Posted November 26, 2017 Report Posted November 26, 2017 3 hours ago, leplubodeslapin said: I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017. It will end in 15 days, so hopefully i'll show my result when i'm done Love your style, so I'm really excited to see what you create in the HL2 universe. leplubodeslapin 1 Quote
Corvus Posted November 27, 2017 Report Posted November 27, 2017 (edited) Some update on the scene. Still haven't figured a good lighting scenario. Edited November 28, 2017 by Corvus Fnugz, GrillusRetardus, Freaky_Banana and 12 others 14 1 Quote
Corvus Posted November 27, 2017 Report Posted November 27, 2017 Just now, SotaPoika said: What engine is it using? Unreal engine. ShockaPop 1 Quote
Eric_Chocholacek Posted November 27, 2017 Report Posted November 27, 2017 51 minutes ago, Corvus said: Still haven't figured a good lighting scenario. I think you're definitely on the right track for lighting. The exterior light coming in from the windows certainly helps brighten things up and add another color to the scene, I'm sure things will look much better once you've got those chandeliers giving off their own light. Could be cool to have a fallen/slightly broken chandelier on the floor to try and brighten up the lower sections of the models. Depends how pristine you're trying to make the environment though, I personally find a bit of destruction provides a good bit of character to the scene. Or at least breaks up the geometric repetition and draws the player's eye. I'm a little confused by your setting, is it supposed to be more medieval? Almost looks like you've got a string of light bulbs on the arch in your second screenshot. Quote
blackdog Posted November 28, 2017 Report Posted November 28, 2017 On 26/11/2017 at 5:03 PM, leplubodeslapin said: I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017. It will end in 15 days, so hopefully i'll show my result when i'm done What themes did you (or the random generator ) choose? leplubodeslapin 1 Quote
Beck Posted November 28, 2017 Report Posted November 28, 2017 11 hours ago, Corvus said: Some update on the scene. Still haven't figured a good lighting scenario. The scene is looking really nice but I don't like the lens flares from the candles. Feels off to me and I don't feel candles produce enough light to give off lens flares. I'm no lighting artist though, just saying! I guess it comes down to when the scene is set? I can see what look like some fairy lights, so I'm guessing it's present day at least? Perhaps you can use some wall sconces to give off more light if that's what you want? leplubodeslapin 1 Quote
leplubodeslapin Posted November 28, 2017 Report Posted November 28, 2017 I agree with the lens flare, something more like a large but soft glow might be more appropriate, maybe ? Maybe the fact that every texture is quite dark doesn't help with your lighting either. You could use some vertical medieval flags like this for example : Not with dark colors but composed of white fabric + gold colors maybe ? @blackdog My main themes are trap, bridge and chasm. But there's also a little bit of backtracking and teleport (but no one will notice). I did some playtests yesterday and i feel like shit, it's way too short and yet there are tons of issues i need to fix. Oh and, i haven't really started detailing much yet ... (2 weeks left ...) That's what I call a challenge Squad and Beck 2 Quote
Corvus Posted November 28, 2017 Report Posted November 28, 2017 Thanks for the feedback guys. Ill see what i can do. Quote
Serialmapper Posted December 2, 2017 Report Posted December 2, 2017 (edited) I am updating an old map of mine, de_alexandra, from the old "dust" theme it had to the new one. Edited December 2, 2017 by Serialmapper poLemin, StormCatcher.77, Radu and 5 others 8 Quote
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