Hello, I'm trying to make a flickering light that i can fully control. So the idea is simple. Lerp node works as some kind of gate. The mask is horizontal panned texture with black and white squares inside. I thought that with this i will be able to "paint" the flickering. The problem is that UE 4 always changes my texture…
Hey everyone ! I wanted to share with you the lighting created for the maps Provence and Al marj on BFV, last maps made for the game. More images on Artstation Provence : https://www.artstation.com/artwork/WKaaY3 Al Marj : https://www.artstation.com/artwork/R3EEND Enjoy !
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…
Hey hey ! I share with you my Several Lighting work with Day and Night version created for the DLC Blood Orchid. This map was inside an old Theme Park near to Hong Kong' Enjoy ! :) More images on my Artstation : https://www.artstation.com/artwork/B4O34
Looking for experienced After Effects Compositors and Lighting Artists to work on feature films and commercials. <u>Must have at least 2 yrs of film or commercial experience</u> . If you are interested in a new opportunity please send your resume in Word format to nicole@damconsultants.com.
I saw the northern lights on sunday night, I live in a suburb of chicago with slightly less light pollution. it was way more visible on sunday than on monday.
Hey guys, ive ran into a small problem when rendering out an AO map and Cavity map for my model in Xnormal. Im using a cage and the normal map comes out just fine but when I try to render out the AO and cavity map they come out so faint and light you can barley see them, any ideas as to why this js occurring?
Hi guys. So today I decided to make an environment based on MLL. I will be doing an environment based on this screenshot: Basically lots of destroyed stuff and crap. He is the current blockout that I have made with some shitty lighting just to get the general feel of the scene.
Dear polycounters, For days I've been struggling to figure out why my foliage isn't interacting with bouncelight and secondly the shadows are way too dark, occluding the foliage beyond any point of recognition. The foliage sprites have second-uv channel. The lightmap shadows are too dark and no indirect lightning…
What the title says. In Max, if I turn the global brightness down, or turn lights away, the reflection map stays just as bright, making it look like its glowing.