Hi,I've got an interior area built with 2 window areas and a Mental Ray Physical Sun shining through one of those. The thing is when I render, the room is incredibly dark as the light only really points and doesn't bounce and illuminate the whole room like the actual sun would. Is there anyway to make the light illuminate…
Hey man. Im not a lighting boi by any means, but the first thing noticed with the lighting work on soul cave is that the lighting there accentuates all of the jagged and low poly edges. The cabin relight could maybe use some volumetric fog because right now the values on foreground are pretty much the same as in mid…
I want to improve and grow as a lighting artist. I kindly ask for any and all critiques. I have thick skin and won't get defensive. Thank you for your time. PORTFOLIO: www.artstation.com/boothdigital
Founded in 1991, Techland is a renowned global publisher, distributor, and developer of video games. Our titles – especially Dying Light and Dying Light: The Following as well as the Dead Island and the Call of Juarez game series – achieved an international success and won millions of fans. Dying Light, which launched in…
I made a building using bsp and a few simple materials, but when I bake my lighting on high or production the shadows seem to come out a bit rounded. What am I doing wrong?
Hello guys, I've been working on a scene, but I got some problem with the lighting. As you can see, we can clearly see the edges of every meshes.. Any solution ? Thank you very much !
Hello Everyone I have been trying to do a hand painted texture - WoW Style plants and trees. I have used Alpha maps before only with next gen and current assets, using high quality rendering and it always worked - So here is the issue In order to get a WoW style look in the Maya Viewport - I used the settings "USE NO…
Hi all, I am seeing some weird lighting in Substance: These are the baked normals: These are my UV and low-poly model: And my high-poly model with material id looks something like this: My questions: - When I rotate my environment (basically the lighting), sometimes there are undesirable sharp transitions like the…
Thank you for the thorough feedback post, Peyd3D! I've been chipping at this piece using your advice and I think I'm nearly there. Went with the viewpoint you suggested for one shot. With the wider one, I'm struggling to fit the beacon and the focal piece together. I think they're fighting for the viewer's attention a…