Hey there I'm doing a demo VR app to show the academics for the university I work for. And I'm wondering how you guys do your lighting when you have a interior and exterior scene? I have this factory, which looks nice with this Auto Exposure setting (because otherwise the factory would be too dark) and the normal lights…
Hi Polycount! For my final project this year I wanted to try a low poly style film in Unity and it was all going fine until today. I pulled the finalised model into Unity and applied the materials but this time the left eye is having some issues. It's a darker than the right despite having the same material and if I rotate…
Hi. I'm pretty new to UDK and was hoping someone could clear something up for me. See that light seam where the top of the mesh meets the side? The other side doesn't have this problem, but the thing is my UVs are overlapped on this side. Is there any workaround, or do you either just have to not overlap or just put up…
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
Hey guys just a quick noob question. I am in final the final stages of lighting my scene in production quality. I have some foliage in my scene, and most of it is placed using the foliage mode in UDK. Just wondering what are some typical settings for the foliage for best results and quicker light building within the…
Hey, just wondering if anyone knows is Tombraider 2013 fully real time lit? I'm playing it on pc and I just turned off shadows and ssao to see what component of the indirect light they are baking and to my surprise I didn't see any kind of indirect light maps. Am I right to assume this game is fully real time lit?
Could someone explain the process of Light maps in Maya please? I'll show below an example of what I've managed to do, but I'm convinced it's wrong! Here's a render of the model its self. My process of making the light maps is to combine the objects that each material are on. I have 4 Materials /Shaders and so I've got 4…
is there a way to hide the "lights need to be built" error in udk's console commands? i have been looking around the web with no luck, i even looked at the console command list but im not sure what it would be called. the reason i need this is because i like the way my scene looks with lights not built and im trying to do…
Hi guys I have a question which hopefully someone can help me figure out. I have tried many different ways of doing consistent normal and ao baking and repeatedly find default scan line and light tracer in max to be it. Yes it may be slow but i inconsistently get artifacting with mental ray when doing projection baking and…
Hello Polycount! I am having a rendering issue with 3DS Max 2017 and Mental Ray. I have an animation that is 88 frames long and on frame 47 for whatever reason the shadows, reflections and spherical environment map break (Do not render) only on this specific frame. - I have 5 light sources, ( 2 spot lights and 3 point…