Hi all I'm trying to put up a small game and have a lot of question regarding industry standards and some general tips and trick regarding lighting, texturing, light baking and stuff. I wish to learn here and hope that others would also benifit. So I'll start with this one question that has been haunting me for a while…
I don't see anything particularly difficult about doing this. If you'd like to model it realistically, create it like it actually is built - a plastic casing over a light bulb with reflective surfaces on the interior. This is a headlight assembly, but the idea is still there - model the plastic cover, and then model in the…
Can anyone help? I haven't used Unreal in a long time, and I'm struggling. I'm trying to get my meshes from Substance to Unreal, but after setting up the material, it has extremely strange lighting, and looks completely different to how it did in Substance. You can see that Substance's lighting was clean and uniform. But…
I've been trying out some RTX GI in an environment i'm working on, for the most part it looks really good, but on some specific meshes (walls and roofs) they're being completely lit up, unlike the other side of the room which looks fine. Below in the images you can see the wall in the first one being lit completely…
You PM'd me but I like to keep stuff in public posts just so if someone has the same issues they can do a search and find this thread with all the info in it. For video games most shaders have the same basic texture inputs, Diffuse (the basic texture) Normal (adds extra lighting info for the surface normals, adds more…
I made a smoke particle and have it being emmitted from an emmitter. It apears to be completely self illuminated all of the time. Does anyone have any ideas on how to get it to receive lighting from my the lights in my scene? Is this in the emmitter itself or the material, both? EDIT: I messed around in the material and…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
so i'm getting some very weird lighting problems in max, the default lighting seems to be fixed for some reason even though i don't have any lights in the seen. if i open a brand new file still has the same problem. its messing up all my maps making it impossible to do any of my school work :poly127: pls help thanks.
Seriously, lighting in Unity... I don't think I'm really up to it. I'm getting really strange results every time I try. I'm not trying to use the light maps in max but I'm wondering how I can use external light map on single objects that share the same material. I think I can do it unwrapping the level in atlas mode. But I…
I've got a number of assets I'm working on that use emissives either for minor detailing or as fully diegetic light fixtures. I've been reading the lightmass documentation and it mentions that using emissives for lightmass should be about as expensive as a point light, but when I toggle even just ONE mesh with emissive to…