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…
Hey there I'm doing a demo VR app to show the academics for the university I work for. And I'm wondering how you guys do your lighting when you have a interior and exterior scene? I have this factory, which looks nice with this Auto Exposure setting (because otherwise the factory would be too dark) and the normal lights…
Hi. I'm pretty new to UDK and was hoping someone could clear something up for me. See that light seam where the top of the mesh meets the side? The other side doesn't have this problem, but the thing is my UVs are overlapped on this side. Is there any workaround, or do you either just have to not overlap or just put up…
I have a lamp with a standard vray mtl applied to the main body and a doublesided material applied to the translucent area around the light. I am having a problem thought that light is escaping through the non translucent base section and illuminating the pole in a wierd way. Do you know what I should do to prevent this?
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
Hi All ! Working with Dekogon on this new UE5 scene, being responsible of the lighting / postprocess. Happy to share some screenshots with you of the two different moods Day/Night :) Day : https://www.artstation.com/artwork/2q02vv Night : https://www.artstation.com/artwork/KOKDmo
A little while back, I did a Texturing and Lighting art test for Idol Minds. It passed, but the company fell on hard times. So unfortunately, there was no work for me. I had fun with the test though, and thought I'd share it. It was based on the art style of NeoPets:tDF for PS2. They provided the color concept and the…