is there a way to hide the "lights need to be built" error in udk's console commands? i have been looking around the web with no luck, i even looked at the console command list but im not sure what it would be called. the reason i need this is because i like the way my scene looks with lights not built and im trying to do…
Thanks so much! I found the Obey setting in the Actor X plug in! It worked. When I copy the wall pieces around there is no more weird lighting problems. Althought I am getting some faint seams. Which I beleive is a light map problem from my light map UVS. What would be the best way to layout my light map UVs for a good…
Hi @Fabi_G Thank you for your patience. I really appreciate your support. I can share the specific model if needed, although I’m not sure it’s necessary. I did some reading and experimented a bit with baking at 2x resolution and then downscaling and normalizing the normals. The results are definitely much better now. See…
Hey there, I've spent days creating some Ancient Greek trim sheets for a uni project but now in UE4 they're baking super weird. It's as if UE4 is doing the lighting for 1 object then just giving that bake to all the others- it looks horrendous! Lightmaps are green, but the UVs look like this (this is only one sheet, each…
Local Dallas university is looking for a professor of lighting shading and texturing using the Unity game engine and Maya. Experience with those packages preferred however if the candidate has other software(s) experience that is fine. We are mainly looking for artistic talent to teach our students how to light, texture…
Ok, so I'm playing around with baking normals in Max 7 (thanks for the tut Poop!) and I noticed that there seems to be a relationship between the position of the perspective camera and how the rays are cast. This led me to some questions. Am I nuts? Does this have something to do with the default lighting scheme? If I set…
Hi there! i've been looking for fixing this issue where my door blueprint don't want to match the lights of the scene but i can't find any post that fix the problem. The blueprint of the door is set to movable, the rest of the light in the scene (directional and skylight) are set to stationary but the door looks like this:…
great work, especially considering that environments r not your specialization ;) The way assets are built looks good to me, nice texture work as well. My main concern though is that to me it does not look like underwater environment. Actually i thought it was a night setting before i read the description :P The lighting…
I have a doubt about textures when the model has normal map and specular. in this case should i worry about painting lights, glowing things, set the light direction or should i leave it completely "flat" and put these details only in specular, gloss?
I'm not really sure how to describe it exactly, but when applying the normal map to the mesh (here I'm using Xoliul's shader) the light hits the mesh....differently? This is what I mean: The barrel is all the same colour, and displays as such under light until the normal map is applied. Looking at the normal map, I can't…