Hello everyone! I'm very happy to share my latest project with you! It was quite a long journey, but it was also a lot of fun and seeing this character taking shape and life was definitely very satisfying! All the lighting, presentation and renders were done in Unreal Engine 5.6. I'm very happy that I can finally say that…
So I'm now struggling a little to get my shadows and lighting to work well. It seems that when I have accepts dominantDirectional shadows ticked on my speedtree factory actors terrain properties, the plant is just all shadowed out if it is not receiving direct light. Consequently, when I un-tick this it seems that the…
That should be relatively easy to fix up then. The light build results window just tells you which meshes have UV errors and what type of error. If you aren't creating a seperate uv unwrap on a second channel (UV1) for lightmaps then you need to do that (exactly how depends on the program you use). Simply, any UV…
Hey guys, I was wondering if anyone could quickly shed some light (hehe) on how they achieve the GI lighting look in games like MK8? Example below. http://nextn-cdn.nextn.netdna-cdn.com/wp-content/uploads/2014/10/1410-15-Mario-Kart-8-DLC-Link-Epona-Animal-Crossing.jpg Would this just be similar to the lighting in Marmoset…
So I am making a crate for a group project that is going into Unreal. I am still a little new with some of the prop workflow. But anyways I made a crate in Maya, unwrapped it and then textured in Substance Painted. But someone said I should set up Light maps. So I followed a light map tutorial, following along with a…
Hey guys, I am definitely having a problem. I am making environments for my portfolio. The have normal and spec maps. ( made in maya ) So, the high quality rendering looks alright. But I need to render versions with different types of lighting and shadows. I dont need a light bake as it does not need to go into an engine.…
Hia! So I'm trying to wrap my head around SpeedTree in Unreal 4 and I'm having some lighting issues - which I'm guessing are somewhat related to normals? I've previously created trees in Maya successfully - but I'm getting some strange, ugly shadows in my new SpeedTree ones. Here's an image with the bad lighting. In the…
In photoshop hard light blend treats neutral grey (128.128.128) as a tone that does not affect the layer under it. But in ue4 the same neutral grey color value makes everything darker when blended through hard light blend. I want to add some details to my material, but can't figure out how to blend it so that I have a…
hey guys... when your making a low poly render, and you want to use lighting, whats the best way to set it up? how do you position your backlights? how do you choose which lights should be more intense or less intense? which ones have shadowing enabled? im pretty new to rendering, ive got an idea of how i want the model to…
I'd put in an omni light with a light function on it that has a panner. Although the animated spotlight would probably give a similar effect. The big advantage of doing it in matinee is that you can synch it up with other elements. Like an animation on the light. But the light function would be more portable.