Testing DoF problems with UE4. Their transitions between focal areas are lerps instead of actually scaling the depth of field like UE3. Currently working on a bigger solution, will post more soon.
Friday, February 6, 2015
Tuesday, February 3, 2015
Wednesday, January 21, 2015
Tuesday, January 20, 2015
Shot breakdown for a mini part of my short
So while my current job/life situation is keeping me crazy, I have recently decided to test certain aspects of my short in a 30 second video that hopefully will demonstrate certain skillsets and also help me test certain engine features. As a result I will be working from just one shot and got that shot set up yesterday. Here is a breakdown of how I got that process. (the shot is around 50% Lighting is not even close to started and I still have plenty of foliage to do, plus the robot).
Thursday, January 15, 2015
More Work on the short!
Back to working hard at the short. Tweaking lighting and re familiarizing myself with some settings I changed. On the to do list:
Get my device blockout in the shot
Optimize some of my shaders down while retaining visual quality
Tweak foliage densities at mid distances to make the forest feel far more lush
Get my device blockout in the shot
Optimize some of my shaders down while retaining visual quality
Tweak foliage densities at mid distances to make the forest feel far more lush
Tuesday, January 13, 2015
First shots of the device in the short!
Finally getting the concepts that were done for the robot/device in the short into 3d! First shots here
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