Hi guys, so i'm working on an environment for a University project and i'm having trouble with a modular pillar mesh. This is my first time using Unreal so if its a simple fix i apologize. Basically i split the pillar in half and into two modular parts to save on texture space. However, when i duplicate the mesh and flip…
Hello there! This is a very large scene, quite an undertaking for one person! Lots of cool layering and depth. I have a few comments that might could help you with your lighting. I'll only generalize and am mainly focused on creating a solution for your first screen shot that you can work across your scene. The first thing…
Hi! I'm trying to track down a lighting issue I ran into when importing a hat into team fortress 2. Essentially the hat is always illuminated from the underside rather than in a manner consistent with the character or level. A picture of the kepi and lighting issue - I suspect there is something simple I am missing, but…
Oh ya - no motion besides the crashing wave. The windmills, IMO, would look better if they were created to look as though they were moving (slight motion blur). And if you separate the sails from the base you can have one rotated slightly different from the other. Also, what about secondary light sources? Right now you're…
Hey all! I need Unity environment artists, VFX and lighting artists for a VR project onsite in NYC or LA. Immediate need, project ends 4/15. Is this you? Contact me at jon at gameartproducer.com with a portfolio. More specifically -- 1) a senior-level environment artist working onsite, in Unity, doing closeup environment…
I'm an immersive art artist who uses Blender. I've never applied for a job in the game industry, so I'm still an outsider to the sector. However, I use almost all of the tools that are common in game development workflows. I think Blender has a manageable learning curve. It offers many advantages. First of all, it has an…
Well transparency in Maya's viewport has never been an issue-free feature. Can't you find a workaround to using ambient lights? Maybe a cube map for ambient lighting? Point lights with quadratic falloff and low intensity (relative to their distance from target)?
Hey guys and gals, I'm new here, so plaese don't be too harsh. Anyway the problem i'm getting is strange shading on static meshes. (Check images below) I'm running UDK July 2012. It's modelled in Google Sketchup, triangulated and then exported as an .fbx. The texturing is also done in Sketchup, which doesn't invole a UV…
https://www.youtube.com/watch?v=yMTq4xPvxfk Hey guys! Last week I was super inspired by the new release of UE5 early access and had to dive into the lighting tools, ever since I saw lumen when it was first announced I couldn't wait to get my hands on it. the promise of realtime GI looked so amazing. In this tutorial I show…