Back to the scene now, I've got a modular building layout done and am working on finishing the first four pieces. It broken up into: facade, 1st story, 2nd, and the roof. This is using all realtime lighting due to my great frustrations with how limited baked lighting is. I'm considering making a breakdown of best practices…
You are showing the SSAO pass. Thats just one part of the shadows. If you want to see the actual direct/indirect lighting, look at the detailed lighting more. For Getting the SSAO closer to contacts, you can decrease the spread of it in the post process/ao settings. You can also Play with its power. For increasing shadow…
My current plan is to release the whole thing after I'm done with it for other artists to check out :) . For the materials I'm pretty much doing just guesswork, whatever works for the scene. The wood is pretty simple, I might wanna do another pass on it to make it more interesting. Right now I just took the orb cracks…
Sounds like a cool idea. Right now your lighting is killing this for me. Everything feels washed out. The dark blue in the background doesn't look very good to me. I would suggest defining some light sources, and putting lights in those areas. Right now you have a few things that have a white glow to them, but don't emit…
Is the upper left image from the "preview plane" that pops up when max is rendering? Don't ever use that, it contains a full render of the object including scene lights (there is always one light in the scene by default its right behind the viewport camera). If you rotate the model and render you'll get different…
And so I continued adding all the assets with the following row: Ceiling lights: First one is the kitchen light and the second one is a ceiling light for the hall and for the bedroom / balcony. I used a blueprint in UE4 so I can make changes on it easier. The next models that I made were mostly furniture assets like the…
Hey man just my 2 cents. it is looking good thus far except the lighting for me. I think Pixel was close to a lighting scheme for the scene. Having every window lit up and lights all over the place makes this place seem very inviting and warm. I would place my lights in areas that lead the viewers sight. Point them where…
I believe the lighting in the original does make some sense despite it being pretty blobby. It was baked, bounce light after all! The lighting in the original works because the interior isn't directly illuminated by the sun, so it's dark enough that the lantern and screens produce the most dominant illumination. The very…
If you're working with lightmaps i'd start by following the bake settings outlined in that thread. Next i'd start playing with your ambient lighting in the render settings (after baking though as this will make more sense to adjust once you have shadows in there) if you're wanting the post FX i'd throw down a very light…
[ QUOTE ] Besides I have a question. When I fiddled with Roboblitz some time ago a special sky/fake GI light was available. Now in the UT3 version of the editor only pointlight is accessible. Is it hidden someshere else? Also if someone knows a good testmap to throw static meshes meshes in it'd be great. I am curious to…