Thanks for posting these, they look really good! A quick question regarding the lighting process. As a lighting artist do you have some involvement in the environment art/level building side of things? For example if you're lighting a scene and think that "A glossier material in this part of the scene would help to have a…
Must have a background in creating special effects for games or movies including particle effects, decals, volumetric effects, applying shaders, etc. Will use Photoshop and 3DSMax in combination with the CryENGINE(TM) particle editor (Farcry engine) to create the effects for an original action FPS. Must be a great artist…
Hi, Im trying to render out a scene in MAX2012 and when I do my lighting seems to be all messed up. Heres a screen shot of whats happening... Uploaded with ImageShack.us This is how the scene shows up once it is Rendered (How i would like it too look) But this is how it comes out when I save the image... Uploaded with…
Could someone explain the process of Light maps in Maya please? I'll show below an example of what I've managed to do, but I'm convinced it's wrong! Here's a render of the model its self. My process of making the light maps is to combine the objects that each material are on. I have 4 Materials /Shaders and so I've got 4…
Hello Allegorithmic team. In Substance Painter, it would be very helpful to have the ability to lock the lighting direction to the current camera - similarly to the way all 3d programs have a point light coming from the camera for their realtime viewports. That way the user could manually rotate the environment into an…
I never tried it before so I'm complete newb but how are you suppose to light scenes with IBL like you see in Marmoset? I've imported a cubemap/HDR image and put it in the skylight but now I get black showing up. I also built the lighting too.
Light maps seem to be an under focused area of talk. I've asked multiple times about them and been linked multiple times to the Unreal documentation. I continue to have issues, namely having them mipmapping down to bad quality. Usually by raising the light map resolution I can take care of the issue, but then moving away…
I think your spec is at the right level now, before it was a little too "plastic wrap" but now it seems perfect. Of course the only way to know is to view the scene in real time which is hard to do on a forum heh. We are starting to move out of generic light theory and into specific lighting info based on an engine I…
Hey guys, I'm working on a mini environment to demonstrate some technical stuff (thus the low quality) and I'm getting a lighting bug that looks a lot like a normal "no light map" bug would look where the seams of my modular wall piece look really obvious. Here's a shot: The wall piece (and the filler wall piece above the…
Such a dramatic change, I love the sci-fi look and all the texture work you have done. I'd say I prefer it in the shots where you have the material more matte/patchy with shiny spots than super smooth shiny as it helps describe the lighting and looks less synthetic, in reality you'd have contribution from both a rough…