not sure what's going on here so I'm not sure what to search for, but if anyone could point me in the right direction to clear up the artifacts on my surface (A somewhat large solid) as well as the light leaking underneath my fence piece which is pushed into the ground.
Hey everyone, This is a WIPcharacter with textures that I am trying to refine for a prototyping class that I have been taking. I was hoping to get some feedback please! also if anybody knows why their is a weird lighting issue on his crotch advice on that would be great. thanks!
Hi folks I was trying to make a Directionality Lightmaps (Radiosity Normal Mapping) Find whis topic, but unfortunately its outdated and all the images are gone :/ : https://polycount.com/discussion/71538/how-to-directional-lightmaps-with-3dsmax-vray Currently this is what im doing: Here's my 3 basis which i use to bake GI…
Good day. I am fairly new to identifying which props I should and should not spend time creating a high poly to bake down the normals to a low poly. I am planning on doing a few rusted car props similar to what you see in Metro and Last of Us games. I am wondering if the car props in Metro Last Light/The last of us use…
Hi, You can mirror assets/ static meshes in UE4 - does it work without any issues due to shading and lighting ( flipped normals), because the x-scale is minus 1?I want to avoid useing extra static meshes, only with a different pivot. Thx
Hi guys, I'm wondering if it is possible for a shader to know what vertex or polygons are being lit or in shadow somehow. I'm wanting to take that data and make a sort of "If statement" or mask which will be used to change between 2 textures depending on if its receiving direct light or in shadow.
Is there a way to have the directional lights Ive set up not effect the sky dome? I like how It makes the models pop, but as It is now, Its washing out the sky dome and ruining the composition. At one point I had it to where it wasn't happening but now it wont go away.
For normal non-dominant lights the specular reflection depends on the UV direction as far as I know. Dominant lights render the specular component dynamically so it looks correct.
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…