Brought in a static mesh (Shed) into UE4 and I've gotten this message upon importing and after baking lighting. "Shed has degenerate tangent bases which will result in incorrect shading. Consider enabling Recompute Tangents in the mesh's Build Settings." Yes I have already tried enabling Recompute Tangents and that didn't…
I'm quite new to writing shaders but this one problem has made my hair grey way too quickly: I'm trying to write a foliage shader with good looking backface lighting. The problem I'm having is the post process AO in the project. Whenever I use anything other than the Standard lighting function, the AO behind the object…
Hey guys, thanks for the better feedback that time. It helps a lot more. We were actually going for a night time scene with the lighting. I actually don't know if the night time lighting is compatible than with our level, as we have only torches right now as our light sources, and the moon light as well. I agree we should…
I'm gonna try and smash two questions into here quickly if I can. Firstly there was a recent thread we where discussing the addition of a stained glass window to a fellow users work, the two references for help where : http://udn.epicgames.com/Three/Lightmass.html#Translucent%20shadows…
Your right! I was worried that they might be a little on the tight side until I tried lighting it, but these shots really show it off well. :-) Low poly is gonna be a pain in the ass though, can't wait. :poly122: :thumbup:
Hello, I hope this is the right section for this post. I wanted to share my light rig with you guys. Unreal and Blender Has gone quite crazy recently, though some of us are still stuck with the maya viewport... Its more about flexibilty, speed and being cross platform without the need to transfer data inbetween packages. I…
I love the overall effect. Really. This could be Vel'Koz ult in the cinematic or something. Anyway, I think the biggest concern is that you convey the beam's power solely through the use of color. The size of the beam may change but it is super small and not noticeable. I think if the beam changes its size more…
I did a quick paint-over in photoshop. So here is a suggestion what might work for lighting and post-processing. It kinda depends on the direction you want to go, I feel like you could push the non-rust specular a lot more to make it pop. Right now the scene reads pretty much as yellow and matte. You want the red metal to…
I really like the way they seem to have used various metals in the construction of the environments. There is a pretty decent range of oxidized matte surfaces contrasted with some more shiny/reflective ones but none of them seem to be overpowering and actually feel more realistic to me than something with super bright wear…
Finished Entrants (eligible for 1st–3rd place): * 1st The Freelancer – Alexander This character model is a clear standout. It demonstrates a
comprehensive and well-structured development process, fulfilling the requested
breakdown with exceptional clarity. Each individual component reflects a high
degree of intentionality,…