Latest: Had a crack at sorting the lighting out a bit, i'm liking it a lot more now but still not quite right. Having trouble getting the balance right between too much ambient light making it not seem like dusk/night and too little to see the detail. Made a mesh with an orangey rain material on for under the street lamps…
Hello. I've been working on this model of a classic GM New Look bus also known as the "Fishbowl", I intend to keep it roughly around 100k polygons for the finished model while maintaining as accurate looking proportions as I can. When the model is done (hopefully soon) I intend to make some renders of it with a heavy…
I think your lighting is really blown out. Maybe drop the volumetric scattering in the directional light or the fog density, and decrease the directional light overall. If the scene becomes too dark, increase the skylight intensity. It's currently a bit difficult to read details in your scene. I'd also suggest to iron out…
Hello all, I have some issues in my 3.4.5 version of the sdk. You can notice some wierd shading on the ground. The behaviour is like i have a rectangle attached to the player where on the inside it looks ok and on the outside it looks bad. This happens everywhere i go. To me it looks like some kind of lod. So is there a…
Hi guys! I got an issue and I don´t know what causes this. The ground under an asset (basically a half cylinder (a tent) has some weird artifacts. adjusting the distance fields occlusion does not help (or I am doing it wrong) These artifacts jitter when moving then camera AND when not moving the camera. Do you know what…
I would have used that pasage as the main focus. Light should be used to focus it instead of the pathway. Also, i would have made it more interesting - right now its the same model repeated 6 times. The pathway needs work as it is just a bunch of cubes placed in a pseudo random fashion. You can find a bunch of scanned…
I just upgraded an old project to unity 5 and i'm unable to bake lightmaps to a skinned mesh renderer (in this case an animated door leading outside) In unity 4 i'd just set the object to static before baking then turn off after i've got my lightmap, is this not possible anymore with enlighten?!
Hi guys, I don't understand. Why is there such a big difference between how my foliage and static mesh is being lit? I have a lot of "glowing" mushrooms, which is not intended, so I placed a SM next to it, and it lightbakes completely different. Any hints on how to improve my lihgtbake on the foliage?