Thanks for the course. I've been wanting to learn UE4 lighting for a while, but never encountered right tutorials for smooth transition from Unity to Unreal. I guess it wasn't intentional, but it works.
I'll see what I can do about relaying out the city to feel bigger and more like layers. Luckly my roads and buildings are all modular or unique buildings I can just shift around with no real issues. currently theres over 100 + buildings there to make it feel as it does now...though since im not baking lighting anymore I…
Can I let a mask follow a directional light for instance i build a mask that blends between city night lights on a planet and day time. now i want the directional shadow light to follow my mask. meaning if i change the directional light the mask follows. any input would be great.
I believe that pre Maya 2009 Mental Ray might be using its own centric approach to light linking still. It has been awhile but I remember that it used numbers in the light linking to specify how it was linked. If you look under the mental ray tab in the light there should be a light linking parameter that should have a a…
Hey Guys, i'm working on this chair here. (HP AND REF) But have no clue on where to start with the textures. Anybody care to guide me on what i should think of. Add a base color Then a generator to create those "woody" lines?
Hi, Apologies for asking what is no doubt already seen as a very basic question but tonight is my first time trying to use PBR texturing (in UE4) after years of the usual methods and I just wanted some confirmation that I'm thinking along the right lines for authoring textures So, is the below correct or am I barking up…
Hey Neonknightcy, Dig the colt and the sci-fi pieces you last posted. Right now your assets on their own look solid. One thing I'd focus on is getting better at picking focal points with your lighting or I guess lighting in general and use that to enhance your composition. For example, that sand in the last shots would not…
Seeing as this is aimed for "next gen" you shouldn't worry about keeping the model air tight. You can save a lot of tris by using objects with an open end and just slaping it onto the side of simple geometry. It also looks like you're using a lot of tris for the least interesting part of the gun, the mid section. It would…
Virtuosic this dungeon and the work you are putting into it is awesome, however I have to say I liked your more gloomy natural lighting from page 1 better than this all sconces lit thing you've got going on right now. I know you are saying that the lighting is WIP but I wouldn't want you going down this path any further.…