@finalhart Thanks! I wanted to do a version of it at night and I realised there isn't really anything that would light up in the scene aside from magic orbs above some pots. I've decided to add a little of my own flare to it by adding some pulsing lighting to certain objects and also on your suggestion I've started trying…
@Pancakes: There's no action in the last vid I made, but hopefully this will change your perception! Full 360 AI Tour: [ame=" https://www.youtube.com/watch?v=k4YNsTrBKBw&hd=1"]DataHive - 6/17/2012 - Full 360 AI Tour - YouTube[/ame] Also, I've got a new Beacon AI system implemented that uses neither UDK's built in pathnode…
The trouble comes in enforcing that. How do you ensure that someone who didn't pay isn't selling content they made with the free version? Companies need to eat and keep the lights on...
ok well read through this took the advice things done -fixed Street brought it in closer, more tighter I hope? -Fixed lighting (not right but getting closer to the feel) -Learned proper multiple terrain blending of textures -Changed cobble stone -Changed from static to dynamic lighting (seemed to give better results on…
34. Lighting & Rendering: Rendering Marmoset In Marmoset you have the option of using their Sky Lighting to light you scene. This help to fit your character in a specific scene or mood such as daytime, night-time, forest, and glacier. These can contribute to the ambient lighting in your scene and help your character look…
Just wanted to add my own experience with this issue: I'm still in the process of finding out best practices in regard to this issue and will keep this post updated when I find out new things. Btw, the official term for this problem is "Shadow Terminator Atrifact". --- Adding sub-division level in Marmoset This solution is…
I believe the lighting in the original does make some sense despite it being pretty blobby. It was baked, bounce light after all! The lighting in the original works because the interior isn't directly illuminated by the sun, so it's dark enough that the lantern and screens produce the most dominant illumination. The very…
[ QUOTE ] I LOVE this style, Rob G. One thing you might work on in the future is how these guys will look with in-game lighting. It seems like, right now, all the lighting is painted into the texture. That's not so bad, just something to experiment with going forward. [/ QUOTE ] Who cares? In-game lighting sucks. I've…
Tried putting the multiplier at 9999 and the emissive surface has a nit value of over 550 but the surfaces adjacent don't seem to be inheriting much light reading around 1 nit right against the light source. I've been switching between the mobility types and baking lighting but it looks as if the emissive surface is just…