For hair, I was looking at hair cards, at the start. I looked at some game models to see what their breakdown was like, namely from the newer RE games since it's fantastic stuff. Then I started trying to place everything by hand. I quickly realized that was probably not the smartest nor fastest way to work given the…
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'…
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…
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…
I know that everyone has seen a ton of these, but I'm honestly stumped because I've gotten my static mesh to look great in the Static Mesh Editor window, but in the level, it's not looking so good when I build the lighting. Yeah, I definitely have two UV channels as well. Mesh in Static mesh editor: Mesh in the level: Is…
Sperasoft is looking for a talented and creative [B]Senior Lighting Artist j[/B]oin our team! In this role, you will be responsible for contribution in a great international team towards our next project with Ubisoft. Lighting Artist works within a team of artists to design quality game lighting effects to create…
Dur is right. You have too might lighting information on your diffuse for whatever reason. You've baked in directional lighting basically. You need to tone it back a lot if you want your normals to show up and not fight the diffuse.
ESP Hola a todos! Me llamo Alex Mateo y quiero compartiros el enlace al material que he estado preparando sobre el lighting breakdown del escenario Attico basado en un concept de Jeremy vickery. Ya lo podeis adquirir desde gumroad. Son 45 minutos mostrando el workflow que sigo para hacer un interior dia con arnold en maya…