@Everyone: So many comments! Great :) Well I'm moving on towards a new project, but feel that I should continue working on this one (on the back burner) to add/tweak some things people have mentioned. @PopeAdam, Thanks man. I'll definitely take a look at this for my scene. @00Zero: Thanks! At the moment, i'm very new to…
How can I get lightmass to incorporate a environment map (cube map) in it's global illumination lighting calculations? So far I've tried setting up a skycube with emissive material. I've checked "Use Emissive For Static Lighting", increased emissive boost, made sure "Use Global Illumination" was checked, built lighting,…
So this is where I start tredding into deep water. This is what I've got so far, I've created some trees in unity and remodelled and messed about with the rocks and viewpoint a bit I now have a barrage of questions. How do I get good lighting? There only seems to be spot, directional and point to choose from which are…
Hi Larry, I have experience the same frustrating issue you have with seams appearing in your level. To help you better I have a couple questions. What engine are you using? Are you using baked lighting? If so, do you see these seams before or after you light bake? Seams are usually caused by a few things, your models are…
Thanks, everybody. Just got home from being dismissed from the mandatory service in the armed forces (psychological reasons). Thermidor: I dunno what triggered the chain of thought that led me to make this shader, but it involved a crit about the colors. I corrected the colors on the skin (by using the eyedropper on the…
I gotta agree about the interior, the material definition is just not there. You also broke the cardinal sin of lighting, you placed point lights around your ceiling light fixtures. Thus making weird halo's around them. This is completely un-natural and really breaks the sense of realism. In reality, those can lights would…
Everything here is looking great! I think your lighting is pretty solid, but you could still push a lot more into it. Have some more solid rays of light coming in that really light some areas a lot more. Instead of just being one color. Maybe some more light coming in through one side of your stained glass windows making…
Your presentation is letting down what looks like a pretty nice model. Get some better lights in there, and don't be afraid to colour them to indicate the kind of environment you'd expect to see it in. I'd get a strong, very pale yellow directional light on it, along with a light-blue ambient light at low intensity (turn…
Nerdy stuff Pros VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support. UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics…
Hi Canden, a few crits for you: - Like Sectaurs said, do not render on white. It makes it difficult to see what's going on inside the object's silhouette. One common solution is to use a gradient background that goes from around 33% grey at the top to 66% grey at the bottom. If you want a solid color background though,…