Almost done with the night lighting , open to sugestions and advice. For the night scene i added volumetric fog to be very subtle and barely visible. night skylight with a slight blue tint and some indoor lighting, while darkening the exterior hdri light The key difference between the day scene and night scene is the…
Try out the UDK and familarize yourself with that. If you are making game assets they are going to be in an engine anyways.. might as well show them off there. The simplest light rig is a 3 point lighting setup... with a strong key light angled down from in front on one side of the model. A fill light on the opposite front…
Hello! Hopefully someone here can help me out with this lighting issue I'm having, I've tried everything I can think of to fix this to no avail. Everything in the scene is baked lighting, I'm running 4.18, the problem i'm having is a bright spot that appears on a shadowed part of the mesh, but the spot only appears when…
Are you sure you rebaked all? Yes sir What is your lightmap settings? Light maps are fine. If you can imagine rotating to the right the dynamic shadow will move with it. Are you sure you brought it in as a Static Mesh and not interpActor or something crazy? Reimporting it as static mesh. Same problem. It's not just that…
For some reason, the lights in my marmoset scene have started to change completely upon clicking the eye button to enable and disable them from view. I started to notice this when I was changing settings and then I would ctrl+z it to undo and something somewhere else would bloom with brightness for no reason. When I click…
Also if the viewport is set to "2 lights" it often looks weird in certain views like realistic and shaded if you don't have any lights in the scene. Right click the viewport label in the upper left corner, choose "configure..." and under Visual Styles and Appearances, LIghts and Shadows, set it back to 1 light. In newer…
So I said screw fiddling with this asset at this point. I think It might be just how I laid out the Uvs for my normal map in that area. I just decided to cover it up. What I don't get is why some UDK maps that come with the engine produce some weird results. For instance the shots from above were lighting built in the…
The dark shadows is what it looks like when you have broken lighting. If you want hard dark shadows like that in the final build you need to change your light mass setting under world properties. Default light mass settings has 3 bounces. If you turn it off it will look like that... but it will not bounce through…
Ok, I got this! :) I was using stationary light for casting ies profile as well as lighting the shade, and static light for general lighting. It turned out that static light's source radius was 0 for the lamp on the right and it was 10 for the other one. I thought it had to do something with the material, ies or shadow…
Can anyone help? I haven't used Unreal in a long time, and I'm struggling. I'm trying to get my meshes from Substance to Unreal, but after setting up the material, it has extremely strange lighting, and looks completely different to how it did in Substance. You can see that Substance's lighting was clean and uniform. But…