I'm afraid that is all I've managed this month! Gutted I couldn't get it finished in time. I was hoping to get it all done to this level at least but alas time has now run out. However this has taught me so much this month. I've learnt about lightmapping (which has helped explain most of my lighting problems in the past!)…
haha wooooo and check out that tongue made of jelly absolutely agree with you -- it really should be a subtle affair with skin. I'm interested in a wide application of such a technique - yes the ears should not be bioluminescant like a jellyfish, but at the same time it's quite obvious when there's no thin penetration at…
Very well said Brandon :) I also like your suggestion oobersli. Right now I'm using custom lightmaps made within unreal (I didn't make a secondary uv channel for my models for lightmaps) so I don't know if that is having a big affect on why the object look likes its floating. I'll play around with it some more as well,…
I could easily add this to other places in other maps - but it becomes more expensive the more textures it spans across. For this situation it added about 5 new batches to rendering the scene - I had to create duplicate texture id's for those faces I wanted to apply the shadow texture to. I think also having the map be…
I think you'll have to manually scale that stuff. You could maybe use the Arrange Mapping tool (automatic layout, whatever, i forget the actual name of it) but it's in the Unwrap UVW window. It should set stuff to a constant scale, although it'll also move stuff around and un-stack any stacked UV's you may have, which…
Well, really I was making the point that the general public doesn't even notice that Oblivion has literally no world shadows AT ALL. As for 'shadows within shadows', of course we're talking about occlusion here, not directional. I assumed that went without saying. Never did I say anything about 'realtime lighting owning…
@Decordova360 My computer was out of commission for a bit, so I didn't get to respond regarding the shadows and light baking. I reset the light settings under the World Settings in UE4, and increased the lightmap resolution to 1024 on some of the objects, namely the the walls, floor and carpet which helped the the shadows…
Use static meshes if you want anything other than a flat surface or if you want to vertex paint. I pretty much only use static meshes because of the control. Lightmaps are a pain. To get good ones try setting up your second channel so that all the UVs are snapped to pixels coordinates (I use 64x64), all the UV islands have…
WIP#5 - Abandoned Hotel Bar - lighting Hello! Some update for last week. Due to the schedule of the course, we were working on lighting set up last week, so this was my first light pass, all lightings are static except the light shaft, and they are baked in preview quality. My lamps had overlapped uv on lightmaps that's…
Stupid I know, but what else do you say. Besides all the same trite stuff that has been said before. I love games. I love art. I love game art. I went to school to create 3d games and 3dgame art. the school's program was full. I received degree in illustration. I now learn to use lightwave. here is my online portfolio of…