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light map help

polycounter lvl 10
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ayoub44 polycounter lvl 10
hi guys

i was reading the lightmass section on udk website and i have a problem i cant understand the step that he take unlit scene to photoshop to see them on histogram

http://udn.epicgames.com/Three/Lightmass.html
Making lighting noticeable part


so i pick my scene too and do the same thing :)

test4.jpg


and it's dosent look good on histogram . how i can fix it to have good lightmap like they say on the documentation ? i try to play with red and green color but no result

and thanks you :)

Replies

  • Sandro
    Brighten street lamps so that they retain local value but do not pop from the rest of the scene, or leave them be if it's intentional.

    It's true that lighting subtleties are best visible on mid-range, low-contrast textures (in fact, they look gorgeous on untextured phongs) but that does not mean there are no dark surfaces in real world or that they are bad. Just be aware that placing dark objects near bright ones creates contrast which will be hard to override with lighting. If this contrast is desired, then it's perfectly fine.

    P.s. It's still crucial to keep your textures from clashing to extreme blacks or whites.
  • Ouija
    I think you took the article too seriously, having different diffuse maps than Epic doesn't mean it's bad. Unless your scene feels like it's lacking something, don't change a thing.
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