Hi guys, I’m having some trouble with an environment I’ve been
working on. Part of the building uses modular wall pieces but for the life of
me I can’t get them all lit seamlessly. My first assumption would be variance in the vertex normals
but for all I can tell they are fine. The walls have adequate light maps that…
Good stuff dude! There are a few things I can suggest that might be of help to you. At the moment it looks like you have very soft frontal lighting on your figure. Frontal lighting can be used to good effect, but may not describe the individual forms as well as say a three quarter light. That could be one reason why your…
Pretty straight forward question. Is image-based lighting (Marmoset-style) possible for outdoors lighting in UDK? Couldn't find any info on it out there. But I did see some stuff about image-based reflections. Not sure if they can be used to accomplish the same thing.
Hey guys ! I share with you my Lighting work created for the DLC Survival. I worked with my team on new hideouts and changed light colors in the city for the new Survival mode. Enjoy ! ;) More images on my Artstation : https://www.artstation.com/artwork/vxAvA
Hey all ! Some of the lighting work I did for HyperScape, I was in charge to manage the lighting for this project inside the Districts, Landmarks and the Hub. Enjoy :) More on Artstation Districts : https://www.artstation.com/artwork/ykowo9 Landmarks : https://www.artstation.com/artwork/nYW3Xr Hub…
Well nearly all Film Noir movies are black and white, have very high contrast and shadows are very importantly integrated for visual interest. Just because your going for the Noir look though, doesn't mean you have to go black and white. Using desaturated colours and complimentary harmony can be worth investigating, this…
I don't have too much experience with baked lighting in UE4. Can anybody share documentation/ videos that run through best practices for lights and reflections? I've been on google but most of what I find is overview stuff. Would love to see stuff that has helped other solid artists!
Hey guys. Just a quick question. I'm texturing a wall, but there is hardly and normal map detail in lit mode? Yet when I go into detail lighting mode, it shows up like I want. IS there anyway to get this detail when in lit mode? Or is it something to do with my crappy lighting at the moment.
Hello After baking complete light i get only diffuse texture without a shadows or light. When i am disabling visibility of highpoly model (which i dont have, just using lowpoly as hp), it gives me a black color texture What am I doing wrong?
Is there a way to assign a light to only illuminate a group of objects only where you can add and remove from the group of objects that can be lit by that particular light in ue4?