Insane level of detail, nice job! What are you rendering in? It looks like you're using only point or directional lights, as the unlit parts are pure black, like under his right eyebrow. I wonder if adding an IBL would help this. Looks a lot like Wes Studi, was he an inspiration for the face?
I´m unable to achieve a light turnaround when i have those occlusion/cavity maps( used for accentuate the tertiary details in the skin mostly) and having an sky HDRi enabled for reflections and additional lightning. This was using Marmoset Toolbag 3. Is there anyway via custom shaders/using the new Timeline editor with a…
Hello! I am working with a small team on a game project in UE4 for our class. We are making a game based in a mad scientist's lab and I'm having a really difficult time getting the lighting to look good. There are four rooms in the level. My thought is that somewhat different lighting (or different light colors) will help…
The best results ive found to render a point light map in maya is pretty simple. Here is my method...use a default blinn, then create a single point light, place in front/above the hero, change the decay rate to quadratic, and then increase the light intensity til you have a nice gradient from the top of the hero down (at…
@fmnoor Just to clarify, I work in Lighting which is partly why I am writing up this & researching. I do not think I am necessarily undermining the lighting role, as in the past it has generally been a case of arbitrary numbers & colours to create the desired look. This no longer works in modern day pipelines, hence the…
You are rendering with Cycles? We include ray bounces because that's the way light works ('all models are wrong' notwithstanding) in the real world, and replicating reality is usually the ultimate goal of a path tracer. Obviously there are plenty of scenarios where the visual difference is minimal and you can take…
@kodde I have tried using knald to get curvature and height map to do what I want but It seems like if the lo and hi polys are not that different(hipoly don't displace from lo poly far enough) It won't generated something usable in this case. @Obscura I google point light map and found old thread about how people make…
If you're using Unreal I'd use the Post Processing options with less saturated lighting, maybe your middle screenshot. Because it's dynamic you can experiment quickly to find what you're looking for without having to sink time on rebaking lighting or reimport textures. Also with PP being dynamic means you can have it…
Hmm, a couple shots in the dark here.. zing! 1. Rebuild lighting. Pretty standard, and I assume you've tried that. 2. The top image (no torch) isn't actually "pitch black". You said there are aren't other lights in the scene, so it should be 100% black, right? Somehow light is getting through. Try doubling up the thickness…