Hi everyone, My lighting setup seems to prevent my normal maps from having any effect on my low poly models. Here is a screenshot of the shaded viewport mode, where the normals are fine, and realistic, where I can't see them. Can anyone tell me how I could change my lighting to fix this?
This is really great lighting, Tim. You can really see how the light bounces around the scene from the origins and how the fluorescent lights are just bright enough to give focus and life to the atmosphere without stealing the focus completely. Fantastic work!
Good progress so far! The new tiling materials for the floor and wall you've gone with definitely help. Like @Eric Chadwick mentioned, you'll want to look at blending textures (via resources such as the link he provided relating to LOU2.) Even at this stage, you could explore Vertex Painting (this video is a…
Hello guys, I want to share my newest Alien Isolation style lighting project. Original: https://www.artstation.com/artwork/kl9LA ALL ASSETS, TEXTURES, AND ORIGINAL SCENE BY LIAM TART. I did re-lighting, I got a lot of inspiration from Alien Isolation (2014) while playing the game. I'm trying to make mood and colors match…
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…
Hey Neil - saw this RT by Polycount, thought I'd jump in and give some thoughts since you were looking for critique. I like your block-out and mood pieces. Your high-poly work is pretty cool too and I like the textured crate as well. I think your brick is pretty noisy though, looks almost...furry? The biggest thing that's…
Hello people. I'm Hector Lucas, a 3D artist specialized in modelling, texturing and lighting with 3+ years working experience in the industry. Some of my skills include: - Maya and 3DMax modelling - Zbrush sculpting - Low Poly topology - UV Unwrapping - PBR Texturing in Substance and Quixel Suite - Integration and shading…
3DS MAX LIGHTING TD Location: San Francisco, CA Job Type: On-site, full-time contract Contract Duration: ASAP through 3/10/2006 Qualifications: -->3+ years experience with feature films -->Extensive experience lighting feature film shots using 3DS Max -->Professional demo reel with shot breakdown Interested? Contact…
I have done similar stuff in my likeness work as well, however, I never really used a material and moved the light around much real time, and I really should be taking advantage of that too. So thanks a lot for the write up dude. The way I usually work is swapping around different materials to get different looks at it,…
It is too bright and too dark. I'm not familiar with lighting in 3DS but you need bounced lighting in there so that your shadowed areas don't fall off to black. I'd also turn everything down a touch so that the centre area isn't getting blown out so much. And while it's not directly related to lighting your materials are…