I've been trying to get realistic or close to it lighting for my horror project that's been in development for over a year now. I can't help but feel like it looks fake. I want to get more of a mood or real feel out of it. If anyone can provide some insight based on the scene I present, it would be greatly appreciated.…
Hey guys! I have a problem and I'm not sure if it's my video card the problem or the marmoset. I have the latest drivers for my video card and I haven't had this problem before....it just happened yesterday for the first time... So short explanation.... when i increase the light shape on x or y i start to get a weird…
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!
Hey guys, we are looking for a lead lighting artist to join our team here in Vancouver Canada. Link to apply for the Job below. https://careers.microsoft.com/jobdetails.aspx?jid=270719&pp=VR
ok so im workin on a project in ut3's editor i wanted my light's radius to modulate bigger and smaller,back and forth. anyone know how i can do that i don't just mean fixing the color, to make it lighter or darker, i need that specific action
i'm not using a high poly in the light map bake, simply applying the normal map, that looks good, no seams when applied, and then baking the material and light information as seen in viewport into the texture
Don't use baked lighting with assets that'll be dynamic in game. Make it a skeletal mesh (or a mover, can't remember what is needed) so it'll use dynamic direct and indirect lighting.
Hello, This is a scene that I've been working on the past week. Inspiration is obviously the UE5 demo. It is meant to showcase my pseudo GI solution. I know this is the 3d art sub-forum so i wont go into details about that. So, nothing fancy, just a heavy use of megascans assets (>90%). I started by importing the assets…
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