Ok, so for my fist question. What the heck is going on here and how do I stop it? http://img593.imageshack.us/img593/1781/26875333.jpg I've got one light here, for which I have disabled static shadowing. I've also enabled bForceNoPrecomputedLighting. At low angles, it looks like rubbish. If I build the lighting, it goes…
Hi guys. I have a foliage heavy scene, with trees that I want to be moving slightly in wind, and I'm wondering what the smartest way to light it is. At the moment I'm more or less just using a single DominantDirectional light for the sun and baking everything in lightmass. Most of the shadows fall on a Landscape actor. It…
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Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Lighting Artist Responsibilities * Working directly with our Art, Cinematic, and Programming teams, the Lighting Artist is responsible for creating the look of our games * Create visually awesome/compelling 3D game environments * Work with Art and Programming team to solve technical challenges within given constraints and…
Hello there, I'm making a fan creature project for the game Valheim, and I was wondering if you can create a constant light falloff in Marmoset? So you can see the "value steps" of the light falloff, or turning off the linear falloff. I know this is a weird question, but I thought maybe someone here knows the answer : ) I…
Hello! I've mostly done lighting for mobile in Unity, and even then it wasn't anything complex. I used ambient lights, light maps, or unlit baked in diffuse. Never made anything for console or used Unity for something with complex lighting. I normally just make props, so stepping in to the world of advanced environment…
Hi guys, same topic somehow I guess. I set up a scene with a sky environment and wanted to add some highlights to the model with omni lights. 6 lights overall should be enough (sky + 3 lights) and I dont need shadows from the omni lights. Unfortunately the omni lights dont show up in the export, without the sky its…
What is you lighting set up like? You could assign you foliage to a separate lighting channel and have it lit by say a dominant directional light w/ no shadows, or have it lit by that same light using real time shadows and cascading shadow maps in the light settings. It's all really about how your lights are set up and how…
for @AlexandrDm Hard to say from the image, I would guess you are not working to scale and everything in the world is very tiny so the lights feel gigantic. Try creating a default Unity box in the scene. Those are 1Mx1M and you can check your scale through that. SOMETHING is causing your lights to be super intense