Might help to think of it merely as a lighting issue, not a texturing one. So you bascially just create all your color textures as if they were fully lit, then let the HDR lighting handle the relative exposures for each surface, darkening or overbrightening them depending on how much light the observer sees.
Just thought I'd share this in case there are any NIN fans on here! http://thisoneisonus.org/ It's a fan edited DVD of the LITS final show since Interscope wouldn't let Trent produce his own official DVD. It uses fan footage and footage from "The Gift" (Trent's official leak of 450 GB of HD footage). It's finally coming…
I have been working on this for a while off and on just recently got a fire lit under my ass to finish. The high poly is nearly complete i just need to finish the landing gear and tail rotor. C&C would be appreciated I will try to find older images to show a bit of the process to getting here and i will continue to post as…
I think the work you've done so far matches the Manchester google image pretty closely. As others have pointed out, it certainly feels a bit clean and perfect though. The older homes that chunkey posted might make a better fit, since they've got far more character than the newer homes. It's just more interesting to the…
Well...its been a while, but after a whole bunch of work related and life related things, I have free time again, so I've decided to pick this thing back up. I decided to rough in a bit more of the damaged stuff, and re-lit the space. These images are in the detailed lighting view in UE4:
Its a good start, but you should try avoiding the "banding" you are getting. Use a different brush, or use bigger strokes. Also try to define the terminator a bit more. Also try to add reflected light in the shadow side. The falloff in the lit side doesn't seem to realistic, spread it out more evenly.
@TorQue[MoD] Well, after some more digging around I came across something that I haven't seen before(in the many, many threads and vid tuts I've read/watched on lightmaps) It turns out you're not crazy after all. :) This explanation from Epic pretty much wraps up this mystery. It's pretty shit but at least you can move on…
This will save you hours of frustration. There is a lightmapping issue in UE4 that can't be resolved no matter what you do. It means modular seams on clean pieces will give shading errors. No amount of fiddling with lightmap UVs will solve it. It's a known limitation of the engine and is stated by Epic. Another trick is…
> Yeah, sorry about the length of the post. I was originally going to list only 50 songs, but it turns out I had a lot more favorites than I thought. I'll see if I can shorten the list down to ten... - Beatles - Across the Universe - Dr. Reanimator - Move Your Dead Bones - Elton John - Tiny Dancer - Asia - Heat of the…
Hello I have a question regarding Autodesks new licence agreement for education being free for 12 months only? (not enough to cover a degree). I have asked on there forums but I thought one of you might know whats going on at Autodesk? It seems like a very strange move? I have noticed Autodesk have reduced the student…