SCEE’s Guerrilla Cambridge Studio is looking for a talented lighting artist to join their art team. In this role you will light levels to a high visual standard based on concept art and direction from your lead. You will also need to balance lighting requirements between visuals, gameplay navigability and technical…
My map was 340mb using my own lights. I then decided to copy and paste someone else's light and fog (deleting mine). After I build lighting my map is now 800mb. Is there a process I have missed? Is it somehow saving the old shadow info for the previous map? (I just copied the fog and light icon, nothing else). I haven't…
Hi guys! I'm in the middle of attempting to light an interior scene with multiple rooms. I've looked at so many tutorials, but with everything jumbled together, I just can't get there. First of all, I'll state this - all I need is passable lighting/shadows - nothing spectacular but decent visuals nonetheless. Now for this,…
Hey all, so I am fairly new to udk and quiet a noob with it. Im wondering what im missing here... My lighting is looking terrible and I have no idea why. When I build lighting I'm losing all the details in my shadows, but all my meshes have an extremely high lightmass resolution (256 to be exact). In the scene I have 3…
Your environment is nice. You should get rid of your second light for now and make your main light a dominant directional light. Then turn on "Use Global Illumination" under the world properties tab and mess with the light mass settings to your liking. Your dominant directional light should now bounce lighting around the…
Hey all, I've been working on this scene for a couple of weeks now, off and on. I'm getting to the point where I can see the light at the end of the tunnel. Except I think that light is ugly as hell. I hate my lighting. lol. Here is a screengrab from my latest lighting setup in UDK: and this is what I did in photoshop to…
It depends on the game engine. The lighting tech in RFOM is basically that they bake the lighting into a special kind of normal map that stores the lighting directions. Then the regular tiled normal maps use this special lighting normalmap to apply directional lighting. They also use vertex color to color the lighting,…
Hi folks I am trying to learn more about light map and vertex color lighting after coming across the Polycount wiki on lightmaps: http://wiki.polycount.com/LightMap?highlight=%28\bCategoryTexturing\b%29 Can anyone correct my assumptions which I am sure is wrong? You create lightmap lighting by creating a secondary UV map…
I have started to make some basic game modular assets to try and get my head around the concept. So when it comes to UDK it turns out each model needs a second ID to be used for Light Maps. I was wondering when it comes to set pieces that can be snapped together does each light map need to be similar to work correctly?…
Hello, I'm trying to get a better understand on how lighting in UDK affects my meshes so I can avoid annoying little errors that take time to trouble shoot. Senario: -six 12 tri instanced meshes -1 dominant directional light -diffuse map only There's obvious seams when I build my lighting in UDK at locations #1 and less…