I find with lighting that I start with just a skylight while I'm building. Once I'm finished making everything I go into lighting detail mode in UDK and drop the skylight down to 0.02 or so (If its an exterior scene usually I just delete it and replace with a dominant directional). I then would put all my lights in where…
Definitely what HMM_Rock said reflection vectors will defiantly help with your bounce lighting i would make your water glow I think that will help the scene and then add lighting where it needs to be...also since your using point lights you get hot spots because of the light fall off, you can actually stretch out the light…
@Haytch I didn't know grass grew from concrete. :) The foliage is a nice touch but unless you're going to rough up that concrete (which you totally should!) I'd remove the grass. Right now you grass growing from freshly laid concrete. Also it's unclear where the main light source it coming from, is it the light fixtures or…
There are several ways to get convincing bounce lighting with lightmass, without a skylight. Things to tweak: - num of bounces in world settings - you can set this to a very high number for no cost. Try 50. - Indirect lighting intensity per light - 4-6-8 or such a value would brighten your shadows if the light can bounce…
Hey, interesting project! Harsh intersections of meshes (with landscape or other meshes) could also be a result of the baked lighting. You could check in lighting only view mode if there is a drastic value difference. A problem you may encounter when dithering intersections, is that the baked shadow beneath the mesh…
Edit: Resolved the problem. I didn't bake the normals. Edit: I've imported a small version of the same model with the same problem. The lighting generator acts if all the normals are pointing in the same direction and I've confirmed they do not. Hi, I'm familiar with 3D software, but relatively new to substance painter.…
Here's some tips that could help you, since you said you're new to UE4. First, in the viewport in UE4 switch the view mode to "Optimization Viewmodes - Lightmap Density". Then you need to set your meshes in a way that they would appear greenish-orange. To do that, adjust the "Light Map Resolution" in the General Settings…
Surprisingly, all game engines will have doublesided shader options (aka: diasable backface culling), not that many seem to support Two Sided Lighting, or in some engines referred to as: "Light from both sides". In the case where Two sided lighting is not an option, strictly using doublesided can be problematic for…
hey armanguy - you're making some progress but it looks like you still haven't nailed the lighting. I'm a huge proponent of pushing dramatic lighting in environments; it makes all the difference! I made a little mock-up of your scene in maya and set up some lights to try to demonstrate the direction I would go. For the…
"I 3D scanned real popcorn and baked it down onto the pile using a diffuse height map." Could you elaborate on that, please? Might be about terminology, but I don't quite follow. You scanned individual pieces or a bunch of popcorn? And since you seem to be using a displacement map / tesselation, did you take the height map…