I didn't see this posted, but man, it's crazy looking! There's video on the first link too. Mystery as spiral blue light display hovers above Norway http://www.dailymail.co.uk/news/worldnews/article-1234430/Mystery-spiral-blue-light-display-hovers-Norway.html http://www.itromso.no/bilder/article316420.ece
In vray you can disable shadows/diffuse lighting/specular/reflection on any light. Also, you could exclude the ceiling from receiving shadows from that light.
Calling All Animators and VFX Artists, From Light, an Advanced Games Project at USC is recruiting artists! We are a small team looking to add talented and skilled animators to our team in our endeavor to create the best-looking game we can make! About the game: From Light is a 2D puzzle platformer set on an abandoned…
So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least. I've tried -manually setting up smoothing groups, -mirroring UV's in trouble areas to see if it is caused by normals. -Remodelling the low poly from nothing to try and get…
The lighting is reacting to the surface of my object in an unexpected way creating extremely harsh lighting jumps from one face to the next. The mesh in 3DS to show the normal's look as expected Screenshot from Substance Painter prior Marmoset export Any suggestions appreciated :)
Wow this just keeps getting better =) The archway looks really good and more realistic now. I like the building at the end of the street, I can almost see vendor market style stalls down there. I'm not so sure they do that anymore but since you have a pull cart who's to say you can't have fish and veggie stalls =P Crits:…
I don't know that Death is necessarily the answer to what is universally feared. My observation is that in most games death is the primary loss condition, yes - be it Chess or Mario - so long as there is a theme that suggests the game piece as a person or life: King or Plumber. So death should be avoided and so the game…
So I'm a newbie to UE4, but I'm really trying to get the hang of it. I started a new 3d blue print, with importing my own custom content, and I keep getting this kind of lighting error on the custom ground mesh. Why is this happening? I figure it's a lighting issue, but it's pretty drastic. Thanks.
I've been trying to fix the awkward lighting on my trees in my forest scene and it seems like setting them up to use back lighting like this would help a lot. Could anyone show me a quick material setup for something like this? I tried to set it up myself based on some information on UDN and by looking at the foliage in…