Guys, I am following this tutorial about vertex painting by Aaron Kaminer. The thing is I get this weird lighting and I don't know how to remove this. No matter whr I look from, I get this... Please help me...
Hi everyone, I've made a fluorescent light inspired by the varieties found in Hong Kong and Asia back in the 80s. Would love some critique and feedback on what can be improved and what other creative decisions you'd made in contrast. Thanks a bunch!
I recently upgradded from March UDK to June UDK. My lightmaps are looking real soft. I was hoping someone on here has run into the issue. Here's a picture of the same level in both UDK version with the same lights. Thanks for the help.
Thru the years, I purchased a couple programs on Steam. good point(s) where Steam does an excellent job for Software users on that platform:* I like that Steam makes moving to another PC and opening up your software generally easy. some pain points: * setting up Steam to prevent unwanted popups or other distractions from…
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!
Great start to the world you are building! I do have one critique though, specifically on how you are injecting color into your scene with the use of colored fog. The middle shots with the blue fog and strong directional shadowing from your atmospheric key light (the sun or moon directional light), they initially read as…
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.
Its been a tough ride into the game industry, but heres the first professional work I've done for a small indie game studio in Halifax, Canada called Red Meat Games. We recently launched a horror (VR) themed game made over the course of 10 months called Bring to Light on Steam. The art style is hyper realism, with a bit of…
Buto is the volumetric fog you've always wanted Bring your game's environment to life with Buto, the ultimate volumetric fog and lighting asset for Unity URP. Add realism to your outdoor scenes with misty forests or foggy mountains, create an eerie atmosphere in your horror game, or add depth and texture to your game's…