Thanks for hints! I looked at some reference images like ISS and other. Now I have some sort of idea what kind of lighting conditions there are. First light iterations I made was really bright but that is just not right if you think how dark the space is and there is really no point to illuminate the whole station that…
First off thanks for your time, I hope someone knows what the solution to this is I would be very grateful. Okay I have an elaborate overhead lamp. What I'm trying to do is create light rays using a static mesh/model that has a light ray alpha texture on it. I've seen this done in some of the maps that shipped with UT2004…
Hi folks, I tried to post in the original thread but it seems to have expired. http://www.polycount.com/forum/showthread.php?t=77539&highlight=modular+problem+seam I have a question though if anyone can help. It seems that the thread essentially boils down to (I think): use planes instead of cubes for tiles. I came to this…
So I have a scene that is dynamically lit, but the few static meshes that I have in the scene seem to have artefacts: 1. Tabletop seems to be just one block of shadow - the mesh normals are pointing in the right direction, UVs seem to be ok, making the material double sided had no effect. The assets are sitting under a…
Hey guys. This seems like a very simple operation, but I can't seem to figure out what to do. I'm building a scene in which I need very harsh shadows, but I started with one of the stock UDK templates just to get some basic lighting in so I could make sure my assets were working. The issue is that now I cannot get right of…
Hello, I was recently modeling but my lighting or material has messed up, possibly by me accidentally pressing a random hotkey, but my entire model now looks gray muddy washed out. I have been using zbro-modeling clay shader and have never changed off of it. I also have not messed with the default light menu. Does anyone…
In a game environment, if you want the directional and in-directional light show up properly in the normals you need to store color and intensity together for each direction. (3 per surface) If you separate them (2 per surface) you will get the intensity of the incoming light displayed correctly, but the color will be…
My name is Jeffy Zachariah and I'm a level designer with nearly 5 years of experience with the Unreal Engine. I specialize in level design, scene building and lighting. My Specialties include: - Preparing map layouts on 2D - Level scripting - Building levels in the editor with existing meshes and lighting the scene with…
Hey, just wondering if anyone knows is Tombraider 2013 fully real time lit? I'm playing it on pc and I just turned off shadows and ssao to see what component of the indirect light they are baking and to my surprise I didn't see any kind of indirect light maps. Am I right to assume this game is fully real time lit?