Might be able to make it more convincing by having the collision point passed as a parameter to a material so you can do the right kind of falloff rather than what'll be quite obviously a scaled down flashlight mesh.
This could be pretty useful. http://news.sky.com/skynews/article/0,,30000-1264358,00.html "A new discovery could make it possible to take a "power nap" at the flick of a switch. Scientists have found a way to turn on deep sleep at will using a machine that magnetically stimulates the brain. A device worn on the head could…
I think he is talking about doing it in a game engine, so that non static objects gets lit the right way... I might be wrong. Cause if it was a offline engine you would just render with a hdri environment.
Hello I am working on another big project I will have a hard time finishing. This time it is based off a Varian Wrynn Terran Marine concept by Ishaliart that you can see here: https://www.artstation.com/artwork/gRAx6P Here are some renders of the head sculpt I have as my WIP. Including some images of a progress timeline. I…
This I'll go along with, hopefully there are other loop holes that can be found if you guys really want to come to the US. Now might not be the right time, but hopefully in the near future he will be able to enter the way you want. Honestly I wouldn't move to the US if I was in your situation based on pure economics. The…
It's all just theory in the end but... I think art, the creative process in general, only hits pleasing notes after long hours of studied and focussed concentration. I think it is the length of hours awake rather than the time of day at which we settle down to work that is the key factor. Certainly , I also feel there's an…
those are dynamic shadows. the editor hides them once the object gets too far away from the camera. if you want "real" shadows you need to bake them. 1. make sure the model you exported has 2 unwrap channels, 1 for textures and the 2nd as a unique unwrap for shadows. (if your asset doesnt have a 2nd unwrap and you cant get…
Finished texturing every prop, now I assume the next step would be to take care of the lighting, right ? Does anyone have any tip as to how I should start my lighting process ? Right now I have just wrapped the whole architecture with a LightMassImportanceVolume, based on what I saw in one of Unreal's demo scenes.…
Thanks for the course. I've been wanting to learn UE4 lighting for a while, but never encountered right tutorials for smooth transition from Unity to Unreal. I guess it wasn't intentional, but it works.
Hello! You need someone who can help you convert your ideas OC or reference image into a stunning unique high quality custom 3d avatar for vrchat creating from scratch which entails modeling from vrchat avatar modeling from scratch, rigging, high quality texture toggling adding simple animation etc. then this the right gig…