Thanks for the big resolution shots! Looks promising. You'll probaby fill the scene up more, but right now, the big empty floor area with the repeating board pattern is something that stands out immediately. The shot towards the sun works best in that regard, as the specular breaks up the shading. The materials and colors…
Hi I am working on a small topdown shooter project and I am experiencing some fairly harsh limitations of the unity lighting system that I am wondering wether can be circumvented or not. Currently my only option is to Work in forward rendering as I am using Shader Forge for my shaders and unfortunately Shader Forge does…
Hello! This is my first time actually posting to Polycount. I've been working on this library scene for a little while, and I've found lighting this to be a lot more involved than I anticipated, so I would love feedback on if I'm approaching this correctly. At first I ran into a lot of issues where small lights (even 1…
Hello everybody! I'm working on a game for school right now which is highly dependent on selective lighting, and we have come to the point to where the lighting solution we're using is too expensive, and our levels are suffering for it. I don't have that much experience in the Unity engine, but what we have now is a series…
Ok so I'm just going to start by saying that I do not have a good understanding of lighting or displaying my work in UDK. I have modelled and UV'ed the major assets of my scene (I use maya), and created a very quick and dirty light map for the asset you see here which is the first one I am addressing the major lighting…
Ahh crap... I figured that would happen. Curse you again Max2008! Good thing I decided to post a screenshot. When I get a chance I'll convert it over to 9, but I'm not sure you'll need it by then you're picking this up pretty fast =P For dramatic lighting you want to keep the dramatic lights from shooting light into the…
Ok, as promised, here is a little bundle of Lighting/composition hints which you could apply in your future scenes. PART1 As I've mentioned, PBR is a new trend and while it is cool thing, the aesthetics foundation didn't go anywhere, and nice lighting may be done well no matter the generation of engines or hardware... The…
I am a solo game dev that has been building a gun store / gunsmithing simulator in Unreal Engine. I have blocked out the entire layout of the game world and I am still working on the code. What I lack is the skill to create the props, characters, and building art. Plus the hard part of the gunsmith portion, each weapon…
its got no apparent light source but it has light shafts which suggest a strong light coming from somewhere. Anyway, the image is too dark and muddy. You can keep it low key but there needs to be more light somewhere to make it interesting. As it stands right now it just looks underexposed.
Thanks for the detailed feedback, I really appreciate it. You’re right — this was modeled mainly as a concept / high-poly asset, so I didn’t prioritize optimization at this stage. I agree that several edge cuts on planar areas are unnecessary and that many of those details would be better handled through normal maps,…