Answered: 3DO default lighting

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defragger greentooth

I have noticed that I´m putting a lot of time into tweaking albedo values in Quixel after the asset is rendered in-game for the first time. I had to export the albedo texture from my last asset like twenty times to get the brightness and color right.

The colors and values from Photoshop are quite similar to the final ingame colors. But during the texture creation I´m tweaking colors within 3DO (obviously ;) ) and not watching the textures in Photoshop so much.

So what is your workflow to quickly get brightness and color right in-game ??

Tone down HDRI in 3DO and use headlight? Use own HDRI? Is that even possible?
Or do you just guesstimate like me?


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