Just wondering here, what's with the "tweak a spec map on a per light basis"? Does this mean you are required to alter a spec map depending on what lighting situation the texture is in? I assume you're not talking about altering the actual specular map image itself, more just values associated with it? Surely you can just…
https://www.artstation.com/artwork/zOzQJw Hey guys, wanted to improve my lighting and composition with this scene, any feedback for my next project would be really appreciated!
Using omni lights might seem like a good idea because its a big ball of light, but you can get yourself in trouble quickly. They also can take a lot longer to render because they shoot rays of light out all over the place, even out into the void which turns out to be a waste of time. Direct and spot lights shoot the same…
Got a problem lighting an asset in UDK. I've tried double checking everything I can think of. Its the artifacts in the specular that I can't seem to get rid of. I've even tried blank normal maps (totally blue) and blank spec maps (total white), and its does'nt seem to be them. Under Texture properties, I've turned mipmapp…
Its hard to be accurate in a scene we cant truly see. The reference pics you've shown show a very interesting space that works well for cinematography, but overall I dont think it will be appealing anyway you swing it recreating it inside of a game world. That being said, I'd love for you to prove me wrong. For me right…
MoP, thats a great read thanks for posting it and great suggestions also. There are a bunch of different ways to light a scene using just the default lights, not to mention the daylight system, and the other rendering engines that come with max MentalRay and VUE. Each of those have their own ways of handling light and you…
looks pretty cool. Is it kind of like an upgraded Half Life engine? Psst, the movie sign letters go between the lines http://farm1.static.flickr.com/231/491366190_753c766ad8.jpg?v=0 When and if you google ref, make sure it hasn't been heavily photochopped. You could also define the transparent plastic edges of each letter,…
How thick are your walls and do any of them stick outside? Your Lightmap resolution might be too low for the mesh as well, which just exacerbates the problem of light leaking. If your walls are too thin, light can bleed through them, or if your walls go outside above the ceiling, any light on that top part could bleed…
Thanks for the reply. I have actually been seeing a large amount of lighting artist positions recently which is why I might try my hand at getting more comfortable with the post-processing effects and various other things about lighting in UE4. I would love to become a weapons artist but as of right now I need a job more…
Not really sure what it looks like when in FPS style view, but I think you are relying too much on just the sunlight to light the level. I get that its near the ocean on a clear day when the sun makes a HUGE impact on the lighting of the day. I think it would almost be better moving the sun down over the horizon, that way…