other way to get to it is to right click your viewport name (upper left corner of the active viewport), go into configure and the rendering options checkbox "default lighting". Note though! It gets overridden with the dx material display, so if you're looking at normal maps in viewport it won't work.
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Sweet, nice to know that setup works :) I noticed that the lightmap isn't as bright as what the render looks like with the actual lights. How can you tell you're getting an accurate bake, and is there a way to adjust it without needing to rebake the map again?
This looks awesome, love the trailer. Great stuff. Destructible environments while fighting VS would be frickin sweet. The only thing would be readability right now, maybe work on how to make the characters really pop from the background. But man, I would buy this and play it to death ^^
My pet peeve of modern graphics is kludgy realtime ambient occlusion. Either do it properly when processing the assets/building lighting, or don't do it at all! I fail to see the appeal in smudgy black halos around everything, it just looks awful even when it's done right, which it rarely is. (nicked from another thread on…
Loving the zbrush work! Very attractive! I will say the lighting isn't doing much for the scene right now. https://abload.de/img/highresscreenshot0000nwsuz.png Since this would be one of the main shots for your environment, it's important to get composition right. Currently, the models are good, but the focal point is all…
You can't really judge the light intensity by whether or not it looks correct in the viewport until you expose for it. It being white is expected because you're using a much wider range of intensities that need to be accounted for. You can increase max exposure value to something really high like 10,000 or just enabled…
Your latest update looks really solid, nice job working those critiques in there. UDK Lightmass is all about balance, there's no real "right" answers. You do have some peculiar parameters though. Firstly, your number of indirect bounces is at...50! That's probably increasing your build time and also having little to no…
PROJECT: STEINVAR Adventure RPG on Unreal Engine 5 Cold Cup Games is expanding the team for the indie project Steinvar. ABOUT THE PROJECT Steinvar is an adventure RPG set in a northern fantasy world. Players explore an island, interact with the environment, engage in combat encounters, and gradually uncover the secrets of…