normal maps do not store lighting information - they store surface normal information. many people mistake the coloring in a normal map for 'shading' but its not; converting it to greyscale is an arbitrary operation. you are going to have to try something else to get 'baked lighting' in textures. 1. by far the best and…
Long topic field I know. I was wondering if there is a way to use ambient occlusion to determine how much a surface can be lit? For example, if I wanted to use a falloff map that uses the light and shadow functionality; could I use and ambient occlusion map or material to determine how much light will affect the falloff…
Hey guys and gals, I'm new here, so plaese don't be too harsh. Anyway the problem i'm getting is strange shading on static meshes. (Check images below) I'm running UDK July 2012. It's modelled in Google Sketchup, triangulated and then exported as an .fbx. The texturing is also done in Sketchup, which doesn't invole a UV…
I've been working on lighting this scene in Maya using mental ray. There are weird light spots that are showing up under the window sill and on the right wall near the floor. It only shows up when final gather is on. I tried turning up all the settings under Final Gather, Caustics, and Global Illumination. Some of them…
Working a new tutorial series, right now it's a couple of hours worth, but more videos are coming in the series! If you ever wanted to set up a space flight game, with intelligent AI, damage and health and a nice 3rd person camera, this is the tutorial for you.…
I am a very focused 3D Environment artist with a lot of passion for my work. I like making 3D environments, modelling and texturing. I'm also very interested in lighting work. I'm trying to push myself beyond my limits with every project that I work on to learn new things. Im available for relocation and/or working as…
Hello everybody, I am trying to figure out how can I create a shader in Unreal 4 where I can add a texture which would be blended on top of the Albedo with the same effect as Photoshop Hard Light. This is just intended to get some texture variation on tileable textures. This is my asset, (in substance painter) this is the…
Ok this is my first go around with UDK (Also a bit embarrassed to ask such a simple question). So far I've been doing good by setting goals and then researching how to accomplish those goals. It's a slow but crucial learning process. I really want to have a specific look to the scene I'm making, and I achieved something…