Are those white lamps being used as light sources, or are you doing something with GI? It's pretty bright for the single light source outside, but it doesn't feel like other lights are really used. It's just kind of confusing as to where the lighting is coming from/what's going on with it. I'd dial down whatever is going…
Actually, it sounds like he wants to do lighting which really doesn't fall under any of those. If you are focusing on just being a lighting artist, it would probably help to learn a lot about complex lighting situations. Learn how to light large areas for an MMO type game vs lighting smaller areas in a single player…
Hey man, big fan of this project. Have been watching it on and off for a while now. Glad to see it's still alive :) I think one big problem with the lighting is it's consistency. Same light source(more or less), Same color, Same intensity, etc. I think it would be very beneficial to change up where light is coming from.…
My question stems mostly from creating a light map. I know that when you make a light map, that it has to be on a second UV channel and if the object that is being UV'd has overlapping UVs on the first UV channel, then you need to make the second UV channel have different UVs that are non overlapping. But, what I don't…
Hey all! I tried searching for an answer to this on google, but nothing relevant seems to come up. Basically I'm working with a scene that has quite a few different lighting sources in it which look great when I render, but when I'm working in max, there's all sorts of shadows that prevent me from seeing my geometry…
The objective of this project is to seriously improve my photorealistic skills. As of now i've only touched the modeling and texturing part, meaning that all that comes with post-production is yet to be seen (but if you have any suggestion it would be greatly appreciated.) Needless to say the scene should ideally reach a…
Using environment probes ( http://freesdk.crydev.net/display/SDKDOC2/Environment+Probes ) with Light Boxes and Light Shapes ( http://freesdk.crydev.net/display/SDKDOC2/Light+Boxes+and+Light+Areas) ) is a good way to get nice interior lighting. It can add a good directional feel and look to the lighting. For faking bounced…
Hm, so that was dumb of me. The whole indirect influence thing worked since in this case the seam was being caused by the bounced lighting and not the direct lighting since a dominant light was being used. Which means the direct lighting and specular calculations were being done dynamically. However, if you light the scene…
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Got it now, thanks Gonzo. After alot of searching and playing around with it I got some nice real time dynamic lighting in conjunction with regular static/built lighting. For whatever reasonthe static meshes themselves must have bForceDirectLightMap and bUsePreComputedShadows turned off and bCastDynamicShadow turned on,…