Wow Nice work you did there, here Mine [attachmentid=9009928] Sorry is it look ugly i still new to blender and i cant make it high details since my laptop only have 4 gb ram and slow processor I just testing a new PBR Shader BTW Edited I updated the photo
Im using Principaled BSDF With filmic color management to give better HDR since the original sRGB Dyamic range is really not good btw I using Blender 2.79 beta, BTW what progarm do you use? Maya? Cinema 4d? Blender?
This post has been edited by Doraku: Aug 2 2017, 09:13 PM
Im using Principaled BSDF With filmic color management to give better HDR since the original sRGB Dyamic range is really not good btw I using Blender 2.79 beta, BTW what progarm do you use? Maya? Cinema 4d? Blender?
Primarily 3ds Max. But I know almost to nothing about 3ds vray lol.
Sharing a lil bit of what I've been up to for the past 2 months.
Picking up and learning Unreal for real So far it has been an awesome experience, just need to get on with the programming department now
Wow, good to see another fellow UE4 user here. Nice cinematic you've made there. The mood is superb, but why I feel like your indirect shadow is a bit off?
Update to the previous video:
This post has been edited by drpsyko: Aug 8 2017, 12:23 PM
Wow, good to see another fellow UE4 user here. Nice cinematic you've made there. The mood is superb, but why I feel like your indirect shadow is a bit off?
I'm assuming you're talking about the ones under the stairs right? It's something that I've been trying to solve but to no avail
Did not use GI here as I'm also catering to mobile rendering which it does not support yet currently. So most of the lighting here are "gained" and contrast adjusted. Which now come to think about it, could be the problem why....
On the side note! Did followed some of your progress here in this thread. As they always say... "TEACH ME SENPAI!"
Most of em are stock material, some are textures imported to and from sketchup. Testing the workflow from Sketchup > UE4 without UV mapping/texturing, so default lightmass setting etc in UE4.
woww..1.5m but ur phone is quite powerful with Andreno 630..its even more powerful than last gen console 360/ps3
i worked with Codemasters malaysia before during Dirt 2/Grid games..if im not mistaken its around 100k per car but they have like 6 steps of LOD
True, mobile phone now catching up with ps3 level. If you might have noticed, the game that you've worked on - Grid is now available on iOS and the graphical fidelity is superb.
Now I'm trying to match that quality, by working closely with a racing sim company to port their game for Android.
That merc demo is actually just a testing level for shader and post process only haha. Need to test new feature, optimization and stability on each engine version.