1. Lighting method in games really depends on the situation and they have fully dynamic lighting only if its needed. Performance really matters and it isn't always that easy to hit 60 fps, An open world game requires dynamic lighting for example because of the day night cycle. Many games don't need dynamic lighting. In…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…
This looks awesome. Plenty of little details as well. I tried modelling a OTs-14 Groza awhile back which uses a similar frame and it was surprisingly hard getting the proportions and shape to look right on it, but you have done a really good job of it.
had a we play with the lighting based on your first layout, as i said before trying to lead the player, uplighting areas with lifts etc red light is the entrance bright white is where to g, slightly cliched but it works also i would suggest getting a fairly decent 1st pass on the lighting while at this point, if you get…
Cool stuff, really liking the sculpts and layout overall! The one thing I'd might focus on is bringing in a little bit more varation or passes on the materials for some of the objects, especially the stone walls and floor. Currently it kind of looks like a matcap versus a fully textured material, so I'd probably try and…
Hi Folks, A new update of my fan project Star Wars - Redemption is here, and this 2.7 brings new cool things to the demo. Improved lighting on Mevenn, this goes from a very simple thing (to the point I don't get why I didn't make it earlier). Simply put a spotlight dedicated only to light Mevenn in her blueprint. Without…
Hey man, I would increase saturation on the grass, and add some cards to create a more "3D" look. Right now you're using 1 card and it comes across very flat where is crashes and creates a tangent with the ground. In addition your bricks look muddy right now. You may want to play with your normal map and try and get some…
Good progress =) The in addition to the tweaks you have planned, its time to refine the lighting a little bit. Torch light needs another color to contrast against for it to have real impact. The absence of light can imply more detail then a full bright scene. Since it looks like you might be going for a dusk/night set up.…
Hey fellow Polycounters, I am trying to light some eyes in UDK and have some cool little reflections that are not part of the cubemap but the dominant light will not let me play ball. I can add lights ,which change the brightness of the model itself, but there are no spec reflections of the light itself :( I was wondering…