I am currently having this issue where the lighting leaks at the edges of the BSP meshes. It is only happening while using the movable directional light. When I bake the lighting using the static lighting it works well. Here is the image: Anyone knows what might be causing the issue? EDIT: I think I got it. It is GI…
Ok so I'm just going to start by saying that I do not have a good understanding of lighting or displaying my work in UDK. I have modelled and UV'ed the major assets of my scene (I use maya), and created a very quick and dirty light map for the asset you see here which is the first one I am addressing the major lighting…
Yeah, I wouldn't even bother with the script. Just do a google search on three point lighting techniques, and you'll get the basics of it. One key light going right at your model, from somewhere near the camera, with shadows on. One fill light off to the side with a nice ambient color and low intensity. (You can actually…
EDIT* Update. This opening has been filled. I would like to leave this post up for any future devs that come across it and feel like this is "exactly" the kind of project they want to work on. If this is you, please reach out. I've been there and we may be able to pull up a chair for you. ----------- Hi All! I am new to…
Hello, I get sort of strange lightning in my scene. I ve added few things to afftect my lightning, such as BoxReflectionCapture, Directional LightLightmassimportanceVolume and LightmassPotral Now this is what I get. Some shelves including the table near the window got correct lightning. The other ones are way too dark. Now…
Back again with another update to this one. This time I've: - Pushed the lighting. I liked the godray shining onto the runestone to attract the eye a bit more and thought I could get some storytelling going there with the ravens having flown in to sit menacingly on our little runestone. - Moved around some pillars and…
A simple enough and quick fix for the above would be to double click on your meshes in the Content Browser. Then click 'View > Generate Unique UVs > Apply'. The settings should be OK as is for the purpose of this mesh. Then in the right-hand pane, change the 'Lightmap Channel' to '1'. This creates a unique mapping channel…
Okay, this is looking really cool. I can't believe there aren't more comments. Please go, go, go! I love the finish and the style you're applying to the props. I think what I'm a little bit confused about right now is the lighting direction. Because some of your tests are kind of more light and airy, and some are more dark…
Hate to double post but I can't seem to edit right now. As an edit to what @Noren said you are correct, I found some more information on this essentially near camera objects and lights receive realtime lighting while the far camera objects receive high quality baked lighting which also includes shadow detail from near…
Hello everyone. I am a junior artist and terrible doing lighting. I would like some tips to improve the light in unreal, Maybe different light colors or postprocessing options. Lighting is a very important step as an artist I am looking for feedback to do it right. The more I look to my project the more lost I get. I am…