Hey everybody! My name is A.J. Ramos. If you need lighting work for scenes in UDK please contact me. My goal is to obtain more experience as a lighting artist in UDK and to create a professional lighting portfolio to showcase my different styles of lighting and look development skills that I have learned over the years.…
This is a good start, but there are a few areas in lighting that would really improve and push the scene. * With as much atmospheric perspective that you have in the scene, those streetlights need a light shaft/god ray projecting downward. This can be done easily with a shader on a tapered cylinder. * I can see that there…
I create some fan art about Meropid fortress in Genshin impact. Need some advice about light. Trying a dark, almost horror atmosphere. Still think it's just too dark picture and no dark atmosphere. Be appreciated for any advice.
Hello guys, Just came across a wierd problem in UDK, been looking around for a solution for a while now. The problem is that the normals look fine in the editor but then once i build the lighting it completly changes and doesnt even look like it has a normal map applied? :/ here is an image of my problem. as you can see…
Hey guys, This was a re-lighting exercise using the scene and assets from the matinee learning demo from Epic Games. The goal was to reproduce a cinematic quality staging and lighting setup. With this scene, I gave two setups a go, one with a primary light falling into the frame from an angle, and the other with light…
Yup what Xaltar said. Also try to avoid harsh white (or black) backgrounds it really does assault peoples eyes and wash out details. Go for a nice natural color like gray. Also if you're interested in lighting characters these links might be of interest to you? http://boards.polycount.net/showthread.php?t=51209 (A little…
when you say 1 direction or 1 omni what type? make sure you're placing static point or directional lights otherwise they won't bake. There are even some light archetypes in the Engine_Lights package that you could place and see how they work. Make sure you have lightmaps assigned to your assets and the correct channel…
I'm trying to plan out how I'm gonna design levels in a game I'm working on. I'm currently using small terrain chunks bridged together by mesh sections. Each terrain chunk is basically a level which contains various challenges, encounters, puzzles, etc. Some of the puzzles include navigation through dark areas where you…
The stuff on the left is happening because you're getting light bleed from your lightmap UVs, or if you don't have a separate lightmap UV channel then your main UVs don't have enough padding. Not sure about the problems on the right, but it might be the same thing. Check out this tutorial by Stephen Jameson about how to…
This afternoon I spent a while working on a lighting previewer. Then max spoiled it Im in max 8 I want to have a day cycle animation, where an ambient light turns from day to night and back over a few hundred frames. The ambient omni in the scene will change colour and strength, then I'll have a sun and maybe a moon on an…