Hi everyone,
I`ve been working on realistic environments lately. This time I tried something lean with different lighting and mood setups.
I used Maya, Substance Designer & Painter for creating the assets, setup the scene in UE4 and took high res screnshots.
Dynamic lighting, no lightmass.
Thanks!
For some other shots:
https://www.artstation.com/artwork/xX3Ar ![](https://us.v-cdn.net/5021068/uploads/editor/q6/mv84j2y8z0o6.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/f9/ixvzvf5t28ab.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/ul/qahpwmu8hjk4.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/e6/xuuq27bs7e9l.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/32/gnmaznryxg50.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/9t/gcu21ahtu50g.jpg)
Replies
UE4 - Lightmass
These are just quick presentations. I baked it in High settings, did not try production bake. It may take too long.
As you said there are a couple of options to solve these artifacts, unchecking `uncompress lightmaps` and make texture size bigger and also scaling up object lightmap densitıes. The main purpose on these artworks is to catch a general mood and work with different materials in a realistic environment.
Thanks for the feedback
Lightmass in High Settings
PBR Metal/Roughness pipeline for game projects - [Maya - Zbrush (optional) - Substance Suite - UE4 / Unity / Marmoset]
not an archviz so I keep the textures and lightmap sizes optimal for a game
This month I`m updating my PBR Metal/Roughness pipeline by creating all kinds of environments.
In this practice I tried to catch a general mood and light in a grungy building with different light sources like the previous ones.
Hope you like it!
Thanks...