Thanks for the responses! I've taken a look and tried your suggestions, but now I'm a bit more baffled than ever. I've set the static lighting scale to 0.1 and tried a bake but it didn't seem to change anything. The indirect lighting quality is set to 1. The Compress Lightmaps setting is currently enabled but the engine is…
Anybody know what this is about? It looked fine when I placed it but after building lighting on Preview quality (For 40 dang minutes!) it came out like this. EDIT: I think it might be because the origin is below the terrain? Is there any way to fix that other than having the grass floating?
Dat Terrain! Sweet environment man :D Think that the cows could be simpler more geometrical, and the ship might need some a more clear design (maybe a few more polys if it should be round) - and maybe a less saturated color on it to go with the rest. + maybe some red lights instead of green to work with the red "beam"…
Interesting I guess folks missed some of my questions over the weekend relating to the tech as well. Here was the original thread but it fell off the map. http://www.polycount.com/forum/showthread.php?t=89650 Also just quoted it below """"""" Hello everyone, I did not see a thread yet talking about the final resulting…
Hi seework, Firstly - really interesting image! Pretty much everything about it is very intriguing to say the least :) I think you're absolutely right about the brighter values in that they're overblown out of saturation. Areas such as the light on the wall, the skin and the neon sign all make a lot of use of less…
Hello everyone, I have been plucking away for a couple few years at computer graphics. I have a two year degree in computer animation, but feel like I should know much more than I do. Some people just seem to get it faster, and I have to fight myself to get better. I always have procrastinators fear with projects. I have…
Hi! While there might other factors contributing, at a glance, I find it odd that "Cast Shadows" is switched off in the light details. With that setup I'd expect the pawns to not cast shadows onto the board. Didn't touch Unreal in a bit, maybe I'm missing something here.
I like your assets a lot and the lighting's getting there! I think you should definitely utilize the blue light less and maybe pull back the brightness and saturation of that blue a little. Strategically place the blue light where you want players/viewers to look since it will draw their attention almost immediately. I…
- The eyes are super bright right now. -You should do a vertical gradient bake. -The fur on the body could use a bit more variation/detail. - There should be a gradient for each tusk - There should be a gradient for the bones(tusks?) on this armband. - You might want to adjust either the fur color or the clothes color,…
Hi, I am in the process of making some blog posts for my students at Future Games Academy and Digital Graphics, and thought that this might be of interest to others as well. The first post of any substance is Interaction of Light and Materials, a subject that I find quite interesting. Especially now that many games move…