So I'll give some basic info : Game : Dungeon Defenders UDK Version : 2010 build (March?) Issue: Below in the two screen shots you'll see the problem. In the game it is creating shadows where ever the camera or the player looks, but only nearby. At a distance it doesn't create this weird artifacting that is going on. So…
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
Hello I have been using Vray for quite some time now, i work in 3ds max and i do mainly enviroments (for non real time (game) use - not really low poly).So far i was always setting my lights (lighting the scene) while using standard Vray renderer (adv) not the real time - RT.I always set up a light, made a regular render…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
Posted this on the UT3 forums but someone here might be able to help too... - I'm trying to light a custom characters specular map with a light volume and a sky light (so its not directional) and I'm having some problems... Basically the light only picks up certain parts of the character (mostly as if being lit from above)…
Hey man. Im not a lighting boi by any means, but the first thing noticed with the lighting work on soul cave is that the lighting there accentuates all of the jagged and low poly edges. The cabin relight could maybe use some volumetric fog because right now the values on foreground are pretty much the same as in mid…
I'm sure i'm not the only one who finds lighting complex, and I'm currently trying to get my head around the basics. This very crude scene uses dynamic lighting which all seems to make sense so far, but I really have no idea on what the right approach to brighten up the tree would be ? I have a single directional light (…
I think there should be more contrast in light and shadow, at the moment theres a lot of warm yellowish light in the scene but very little shadows apart from the door. I would make the small table the centre piece with the spot light and give the light emitting from the door a blue-ish tint for the sky and make the wine…
*workaround found, check my 3rd post further down if you're struggling with positioning manually tweaked lights* Heya guys! First up Toolbag 3 is a magic tool, I'm loving the demo. However I'm thinking I'm missing something though because It's clunky moving lights, and when things are bad I've usually missed something. The…
I think the lesson here is don't do per-pixel lighting on foliage. You might get the lighting looking OK if you tweak the vertex normals (my attempt here and here, not happy with it), but if there's self-shadowing the leaf-planes are not going to be good shadowcasters... too flat. Completely-unlit vertex-colored leaves…