Right click > upper right most quad menu > Viewport Lighting and Shadows > Viewport Shading > Change it from off to good or best (and watch your system melt). You can also disable and enable lights and their real time shadow casting abilities in the viewport using the same menu. Hope that helps =)
Hey fellow Polycounters, I've been having an issue in UDK. I'm working on a scene that has sexy normal maps but and it looks great in the previewer til I actually build the lighting then most of my normal detail just disappears. I'm trying to figure out why. I've tried a lot of things already. My scene has a +Dominant…
okay, so I am still a little new to the whole 3D game and i was hoping you guys could help me in assessing what i am doing wrong with this ... I have attached an image - on the left is what i want it to look like, nice and vibrant text and on the right is what i've got, the light is all washed out and the colours look…
Right now I'm getting very lame shadows around corners and edgers, not all of them are like this, but is there anyway to get around this? Right now I'm using mental ray for generating lightmaps, is there better (free) programs for creating light maps? And sometimes my autogenerated UV's are kinda crappy, any advice for…
Currently axisVFX are expanding their lighting team and are seeking experienced MID LEVEL LIGHTING ARTISTS to join them, to work on a variety of TV projects including acclaimed drama series’ and specialist factual as well as feature film projects. This role requires a personable, pro-active, self-starter with a broad…
ok so i have come across a problem i cannot get my head around at all and no tutorials can point me in the right direction. I had thought i had it figured out but i was horribly wrong, i have looked through some lightmass tutorials and how to UDK light stuff but a lot of them just say place lights and click build and the…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
Hi all! So i've been repeatedly banging my head against a wall for the past two days trying to get my custom foliage model to light properly with the instanced foliage paint tools. Basically all I wanted to do is use a non-directional lighting mode and disable shadows on the foliage so that it will better blend in with the…
If you have your MR set up to use image-based lighting: Render Options (Mental Ray)> Indirect Lighting **Environment**>And click on the image-based Lighting and select your image. Then go to Color>Batch Bake (Mental Ray) **OPTIONS**> Bake to VERTICIES> Then set the color mode to Light and Color. There are tons of options…
In UDK, you would apply an emissive map to get that glow effect. You might still end up putting a soft light somewhere in there, but the point is you wont be setting up the lights in Maya. Basically you will be setting up the material to give off the lighting. See: [ame="…