i've learned from working on Exanima that it could be an absolute nightmare if character customization, particularly armour layering, isn't properly planned out before making a bunch of assets for. I definitely won't be doing armour layering that's for sure, we'll just replace body parts with different pieces of…
Hi everyone I'm trying to make my first Arch Viz, and I'm having trouble setting up any lighting inside the building. As you can notice per the image above, the light entity is not providing lighting as supposed on the ceiling or walls, just the half of the radius (in fact, if I go to the next "floor" I can see the other…
Hello fellow polycounters, I have a problem that i kinda fixed but not really. Basically in my church project i have set up a load of spotlights outside the windows (which are a single plane) and have light shafts bleeding through the windows. It looks great except im using 16 dominant spotlights, which work and give me…
I'm getting a dark shadow under the middle bricks, There is a lot more light getting bounced around in the actual photo, is there a way to emulate this in UDK? I know I can add some fill lights, but I'd like to get the lighting to match a bit closer before adding the fill lights.
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
You are rendering with Cycles? We include ray bounces because that's the way light works ('all models are wrong' notwithstanding) in the real world, and replicating reality is usually the ultimate goal of a path tracer. Obviously there are plenty of scenarios where the visual difference is minimal and you can take…
Yes, the lighting is a bit primitive. I'm only using 1 movable light due to forward shading; the other lights are static, and the light map size of the objects is limited to the 32x32-512x512 range. My assets didn't look good before I multiplied the Ao to Basecolor :/
LOL thanks a lot, I would travel back in time and give this image to me, it would've been very useful, amazing tool! The most struggling part of making this model was getting the proportions right because the references I've found were very poor, had poor lighting, bad perspectives and were very distorted.Once I'll stick…
This week I focused on finalizing the project presentation. I completed all final renders and refined the lighting setup to better highlight the materials and overall composition. After reviewing the output, I made several small adjustments to improve balance, contrast, and visual clarity across the shots.
Okay, so I'm trying to put together a little outside winter piece to put one of my characters in. I worked on a cabin and decided to see how it would look in a basic UDK map. I simply opened the default night scene and put my cabin with the textures in. Then I generated lught maps for my cabin meshes within. After that, I…