A Premier, Fortune 500 video game company in San Diego is looking for a Lighter/Renderer to join their team to work on very high profile, well-known game titles. Overview: Experienced Lighting/Rendering Artist needed for group which make movies for games, Hi-res, pre-rendered cinematics. They work on a wide range titles…
You can also try clearing swarm cache in the lightmass tool box that pops up when you build lighting. Swarm cache holds the compiled lightmass solver-ready geometry and textures that it uses to calculate the lighting for your level, and that cache might sometimes get corrupted.
Well done! The lighting could be a bit more interesting, but in the video, it seems like you'd probably run into problems fairly quickly since the surrounding mountains cast shadows across the whole valley with a lower sun. Since your main viewing angles might been pretty fixed as well, maybe rotating the sky would have…
Whatever the question is, you need to know where you are going first. So, what is the goal? An artsttaion render is one thing, gameplay is another. Will player be fighting in this corridor? Will they be traveling without fighting? Is there a mood you want to set? Tension before a big battle? Winding down after a big fight?…
This is a dust off / remaster of an old piece that's about ten years old by now (barf, time, why?). It was originally done in UE4 with Quixel Suite for the texturing. This project is special to me for a variety of reasons, but it definitely needs a facelift to stay in the portfolio. I'm mainly looking to improve the…
Hello Polycount members, This game is like a mix of Super Smash Bros, Brawlhalla, and Xenoverse. Only this game will feature indie characters from their respective games. It's very similar to smash bros in which the cast is from different games and so are the stages. I'll break down some of how the game will work: When…
well the floor lighting thing is probably because of low res lightmaps and/or bad lightmap uvs. If the lightmaps are low enough you might not notice the artifacts, but once you get some more pixels they start to show up. Check the lightmap uvs on the floor mesh. Also do you really need to lightmap the floor? It looks like…
Hi, I am in the process of making some blog posts for my students at Future Games Academy and Digital Graphics, and thought that this might be of interest to others as well. The first post of any substance is Interaction of Light and Materials, a subject that I find quite interesting. Especially now that many games move…
Anybody know what this is about? It looked fine when I placed it but after building lighting on Preview quality (For 40 dang minutes!) it came out like this. EDIT: I think it might be because the origin is below the terrain? Is there any way to fix that other than having the grass floating?
Yeah I do but in the end it looks like my spotlight was actually inside the light 3d model. so moving it forward fixed everything problem is it makes the volumetric light not look right maybe that's just what I have to live with then, unless other people have had to solve something similar?