Totally stumped on why this is happening on such a simple object. UV2 is laid out in Max, super simple layout, no overlaps. Reset xforms and I've even remade the cylinder and remapped it completely, still the same result. Totally messed up after a lightmap bake. Any ideas? Lighting only view Detail lighting view Lit
Hi everyone, I've been working on this model for past couple of weeks. Now I'm looking for feedback on my textures and recommendations on how to fix the lighting, because I'm having a hard time setting up the lights to make it look better, but no matter where I place them It doesn't look good to me. I'm using one 4K…
mhmhmhmmhmhmh the render looks very flat to me, might want to tone down the ambient a bit? also the streetlight should function more as an accent, rather then the main light source, as its a pointlight thats very close to the scene. the mainlight usually works best with a directional light, that is comming from somewhere…
starting to block in the scenes that will be used for teaser. will take a lot to bring this to completion but I think the basic idea is there. just going to get a blockout with color done like this for each scene, then do rough pass at the teaser trailer, then start refining environments and characters together. not a lot…
I guess you can try a 2 sided mesh. But the blockiness isn't because of that. Its related to them being separated, and the lightmass settings. I would suggest to also use the searh here on polycount. If you type lighting problem unreal or something similar into it, I'm sure you'll find a lot of these. You can also do the…
When I put a ramp node into the shadow colour of a directional light, the result is a tiling ramp. Is there any way to clamp the range so the texture is always displayed 0-1 relative to the shadows with a directional light.
Hello, Currently I'm trying to clean up a Unity scene. I'm sure some of the shaders don't work well with existing deferred lighting. I'd like to replace them but berote that I have open all shaders in a 'notepad' and somehow figure out what shaders are prepered for forward and what for deferred lighting. Is there any 'key'…
might be a little bit of a spoiler, obviously one of the main confrontations in film since its on all the movie posters.. the scene ends right before kong really kicks the dinos ass but still a very suspensful few minutes of wonderfully coreographed fighting between two beasts, check it out if you dont mind sneeking a…
I've been trying to bake AOs with the light tracer button inside TexTools on max 2009. As you can see, the shadows are a bit shifted to the left. Does anyone know how to fix this? I've tried baking through render-to-texture dialog and I get the same results. Baking it with mental ray works just fine, but then the results…
we're looking at getting some lightmap support so we can get some nice prerendered lighting ingame. Since we dont have massive environments or a sophisticated in-engine lighting system we'll be rendering the maps from maya and the game will apply them to the corresponding objects. The way we're going to do that is by…