Lighting and Compositing Artists Looking for Lighting and Compositing Artists to work on a high profile feature film. Must be proficient in Maya as well as Nuke, Shake or Digital Fusion. Must have at least 2-3yrs professional experience in the film industry and have a strong demo reel demonstrating lighting and…
I have a little low-poly prop scene in 3DS MAX 2013 x64 here I'm just trying to light up decently to take a simple render of. First off, I have only been using lights for renders for a week or two, and I have had minimal success. Here is a screenshot of what I have: I'm using Scanline, with a Target Directional Light…
Thanks for the pimp guys! I will admit that when I recorded that tutorial I didn't go into nearly enough specifics of "best practices" and all the nuances of what makes a good lightmap. Here's some additional things to consider: Hide, hide, hide those seams! Just like a good texture map, hiding your lightmap seams is just…
That reads better than the first version. I think if you're going to push further these are the things I'd work on. 1. Road - Right now it just terminates, and I can tell you want it to be the crest of a hill descending down into another area below. Consider pushing it further so that parts of it pass behind some of the…
Absolutely. Knowing the anatomy alone is a right pain, then putting it into space... and heaven forbid something crazy, like a twisting of a wrist, happens. Then you've got the anatomy in new configuration and have to research that pose. I guess thats why we're supposed to do a few thousand life drawings :poly108: I'm…
Overall, I believe you did some solid high poly modeling for this piece. Though there some things that stand out that could be improved. Right now the entire texture has this Red/purple wash on it, almost looks monochromatic. It could just be the lighting. As a result, the entire model looks like rusted metal. If that is…
I've started working on a 3D line of sight system for Unity, which could be used in top down style games. It uses a technique very similar to (deferred) shadow mapping in addition to some custom post processing effects, shaders and scripts. At the moment it works in both deferred and forward rendering, supports an…
Hello and Greetings Polycount members I am new to the polycount forums and heard it was a good place if I wanted critique and possible tips and directions on my work. I am currently taking a class in lighting and rendering for video games and really wanted to get some feedback on some drafts I am doing, I always believe…
Hi I am having problem with build lighting only in ue4 it does not let meet select it all all whenever I add any light into my scene and even build all has no effect on my scene. I can not ad any lighting into my scene as it will not build, I have tried the sample levels and they work perfectly no problems at all it is…
I imported a custom mesh and copied it 3 times over. I rebuilt lighting and still it is showing a strange lighting result. I built my lightmaps on a different UV channel and they are not overlapping. Do I have to tell uDk to use my lightmap channels? Or does it auto detect that I have them. Could this issue be caused by…