Hi everyone, I'm currently working on a puzzle game project in Unreal Engine 5, but I’ve hit a wall regarding the overall look of my environments. I have three main areas I'm working on: * The Lobby * Egg Puzzle Room * Water Puzzle Room * 4. Puzzle Technically the gameplay works, but visually the scenes feel "flat" and…
We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
Hi, I am trying to reproduce this lighting technique which I theoretically know how it's done, but I have no idea how to execute it. Right now I am using Maya, but I would also like to know if this is possible in Unity (which I have minimal experience with). In short the shading is not controlled with physical lights but…
Anyone have an idea about whats going on here. Im in hardware view and I threw a spot light in my scene. Random peices of geometry seem to be getting the light source...but not all surfaces. The main peices that arent are the wall of the right building and the ground. IT seems to happen to large pieces of geomtry thats the…
I for one am no lighting expert, and these are just a few suggestions you may want to try. I would go with point lights with the appropriate color for the crystals. This way you will get a nice spread of colored light on all surfaces surrounding the crystals. Are you going with a night scene here? If so add some blueish…
I wanted to create a convincing safety reflector material for a future project. I spent a weekend toying around with it in the latest version of Unreal. Here is a description of how retroreflectors work: https://sky-lights.org/2020/08/10/qa-how-bicycle-reflectors-work/ These reflectors are cast in transparent plastic with…
To add to the already mentioned critiques, looking at the Sun Temple work, I think there's some inconsistency in the light directions and colors. The day time lighting should be brighter and there should be more direct sunlight hitting the foreground statue on the right (depending on sun direction). I say this because the…
Hi guys ! First time posting here but I've been lurking a long time, finding many solutions and tutorials as well as beautiful work, so I can eventually say : thank you Polycounters ! :D This time I'm bringing with me this issue concerning Fbx import into UDK, using a zbrush/3dsMax/XNormal pipeline. This is somehow related…
Just wondering here, what's with the "tweak a spec map on a per light basis"? Does this mean you are required to alter a spec map depending on what lighting situation the texture is in? I assume you're not talking about altering the actual specular map image itself, more just values associated with it? Surely you can just…
Using omni lights might seem like a good idea because its a big ball of light, but you can get yourself in trouble quickly. They also can take a lot longer to render because they shoot rays of light out all over the place, even out into the void which turns out to be a waste of time. Direct and spot lights shoot the same…