Is there a way to set up my scene to use vertex lighting? I'm looking at building something to look like an early 3D game, but the modern lighting completely betrays the aesthetic. Is there a way to get the engine to render the scene use vertex lighting?
Ok quick question. If I have a modular piece where I delete the polygons the player will never see , will light be able to shine through the whole model and cause me lighting problems? I was planning on doing this with a ceiling but I just wanted to make sure that the outside lighting wouldn't be shining through to my…
if you're using a directx shader (i may have misunderstood but I think you might be?) the shader will have to be set to draw backfaces (not cull backfaces) either way EQ+sage are right, better to dupe+flip the geometry manually so the lighting will be nearer to correct. just my 2p worth.
Hey PC, I need some help... For some reason whenever I bring a sky-dome mesh into my level and build lighting my shadows become so black that you can't see anything that isn't in direct light. I'm using the Feb 13 build of UDK Without Sky-dome With Sky-dome & build Ive tried production lighting and I've tried rebuilding…
Im using unity free and id like to bake my scenes AO but not my light so that lights can be turned on/off but AO is visible when they're on basically can I only bake AO and then set it to multiply and not ignore light?
Terrain by default uses a lightmap. There isn't a reason to up the tessellation of the terrain to get better lighting. In the terrain properties under Lighting there is Static Lighting Resolution and Is Overriding Light Resolution. Those two options will give you control over the resolution of the lightmap for the terrain.…
It took me a while to figure out that there's a waterfall on the left. Its a bit too white imo. The interpenetrating slabs on the top right could and should be avoided. Also the main light seems to be front-right (front meaning in front of the camera) but there is some light that casts shadows from the left on those slabs.…
Hey fellas. Fearian: Yeah something's not quite right there. The texture map is a little messy and needs cleaning up a little. At the moment it's too noisy. Snow: I'm just using a directional light to cast that harsh, vaguely-orange, midday sun lighting on the brick building, and the subtle ambient lighting is created…
Feels very dark, I assume there's a proper sun up above the grating. If so turn the lightbounces up to like 100, you need a lot more light. Also ditch the faked godrays using translucency, there's a much better version called Volumetric Fog you can switch on. In the concept there's also a lot of indirect light coming in…