Hello! Looking for work as a lighting artist on stylized or semi-stylized project. Experienced with stylized art and realistic style. Primary engine - UE. As an addition I can make small weather FX such as fog, rain, clouds, etc. I'm also proficient in stylized Texturing. e-mail:…
Hi, for the longest time I have stuck with Max 2010, and only recently I've upgraded to Max 2013 x64. I notice that the default lights have this weird... "chrome-y" look to it, for lack of a better word. I don't know if this was introduced in prior Max versions (2011 or 2012) or if it's exclusive to 2013, but it definitely…
After some experimenting, I noticed that increasing the Lightmass quality (Indirect Lighting Quality, Static Level Scale) did not help much with removing the black edges. I got much better results however when I started aligning my second UV channel to the grid, which pretty much confirmed my suspicions that the issue was…
I disabled the light warning for screen grabs (using the "DISABLEALLSCREENMESSAGES" console command) for a presentation last week, and now I don't know how to re-enable that message. Anybody know what it is? Pro tip: it's not "ENABLEALLSCREENMESSAGES"
Hello. I have grouped two different models that I want to import into UE4 as one piece (One FBX). Each has it's own material ID because one will use a tileable texture and one has a unique texture. My question is I want adequate light map resolution on this model. But it's quite large and I don't want to have to jack up…
WIP - Bakes are completed and here is the first lighting pass inside of Unreal. PS : Couldn't post much was busy, recently had a job change. Feel free to drop me some critiques, perhaps on some lighting mainly.
Hello Everyone, Upon making texture maps for a model Ive stumbled upon an issue regarding post-compositing. I used a simple BLINN shader, and I call it MATERIAL_Turntable, and my renderer is Mental Ray. My goal is to have light pass through the transparent areas of the planes that are NOT covered by the leaves and grass…
My ZBrush scene seems to be stuck as a silhouette (see picture) I've tried messing around with the lighting but that only seems to bleach out parts of the model. The lack of definition is making sculpting pretty tricky =P Any help appreciated!
I need my shadows to be darker than they currently are like in this concept thread challenge. http://www.polycount.com/forum/showthread.php?t=120420 I am fixing my lighting but is there a way to get dark shadows like the concept? Thanks.