In the future, I want to render out high quality images from a game engine to show off in my portfolio or in a competition (i feel like mental ray is cheating). A lot of people use the Marmoset Toolbag, and I don't blame them. But, I know I can pretty much do everything I need to and more in UDK, EXCEPT the following:
1. Take custom sized screenshots: anywhere from 512 to 4096
2. Anti aliasing: I think this one may be easy, I just forgot which setting it's under
Also, I want to make all the material's myself. I spent most of today making a skin shader. Since I'm not cool enough to make a custom light solution, I'm using the phong shader with some transmission. Critiques and comments are very welcome.
I made an ambient cube map as an attempt to get as close to HDRI lighting as possible.
1. Take custom sized screenshots: anywhere from 512 to 4096
2. Anti aliasing: I think this one may be easy, I just forgot which setting it's under
Also, I want to make all the material's myself. I spent most of today making a skin shader. Since I'm not cool enough to make a custom light solution, I'm using the phong shader with some transmission. Critiques and comments are very welcome.
I made an ambient cube map as an attempt to get as close to HDRI lighting as possible.

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