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Posted

Finally finished redoing the sanctuary. Would love to get any more positive/negative feedback from you fine folks before I move on to putting in the destroyed building/atmospheric details. :)

HC5-Relit.jpg

HC6-Relit.jpg

Posted

Lack of contrasting colors!

Yeah, it just looks like everything is dull and blue, or dull and yellow.

Also, the white lights (I mean the glow sprite) from the earlier images are still ugly. Give them color like HP suggested.

Posted

Thanks guys. I think I'll have to junk the spot lights and put an orange light over the dais, along with yellow floor lights running the main walkway. I'll see what I can do about adding in contrasting ambient lighting as well. Thanks again for the feedback. This particular room has been a real challenge.

I finally figured out how to adjust the color of the glow spheres last night too.

Posted

That 'P' letter should have some shadows, as it now blends on the wall too much. Same with letter 'E'. I think you've done a great job so far. Keep it up!

It does. I think it's just the angle of the shot in the editor + JPEG compression. Thanks!

Posted

I think some more material variation would be nice. Could the words 'hope' be written in either stainless steel or some other sort of cleaner metal (not cast iron since that will blend right in)? A reflected highlight across the stone or wood with a well painted mask would add a lot too. Maybe put some lights in the tunnel in the last image you posted to create some rim lighting on the benches and a few reflected highlights on the floor and walls?

Posted

I think some more material variation would be nice. Could the words 'hope' be written in either stainless steel or some other sort of cleaner metal (not cast iron since that will blend right in)? A reflected highlight across the stone or wood with a well painted mask would add a lot too. Maybe put some lights in the tunnel in the last image you posted to create some rim lighting on the benches and a few reflected highlights on the floor and walls?

I'm actually going to change the material of the face that "HOPE" is written across. That white brick was more of a placeholder. I know the exact material I want, which is similar to the stair meshes on both sides of it. I'm just having some difficulty finding it. The way Epic groups their assets into packages can make finding the right material a bit challenging. :lol:

Posted

I think some more material variation would be nice. Could the words 'hope' be written in either stainless steel or some other sort of cleaner metal (not cast iron since that will blend right in)? A reflected highlight across the stone or wood with a well painted mask would add a lot too. Maybe put some lights in the tunnel in the last image you posted to create some rim lighting on the benches and a few reflected highlights on the floor and walls?

I think alecmoody brings up a lot of good points here. The level looks nice but some areas are a bit hard to read. Stuff just blend a bit too much. Looking forward to see some more progress :) Looking at the first screenshots posted compared to the last ones it's looking way better now.

  • 2 weeks later...
Posted

I think one thing that will help you a lot is adjusting the way you're casting the light in the scene. It looks like right now you've just got big high-radius lights sitting near every fixture, and you're getting the classic "big glow" on the walls next to the lanterns and a really harsh divide between the blue lighting on the side and this column of the warm lighting in the center, as well as dark spots where the radii of two lights don't quite fill in the gap.

I recommend that you add a lot of low-intensity and large-radius fill lights within the scene to more softly blend the colors together and get better brightness control surrounding each light. What you'll want to do is use small-radius and brighter lights around the light fixtures, then manually create a falloff with gradually darkening and widening lights as you get further away from the light. In theory you'll get more intense light sources and that better blend of color through the scene, as well as start to get a few more surfaces to "pop" with multiple light sources and colors on them, which is a big part of getting normal mapped detail to really become apparent and add to the scene.

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