A project I made for my thesis a while ago that I ported to 5.3. I used the original 1831 drawings to model it in blender, I filled the gaps with theaters of the same period and style, made the textures in substance designer and the rest in unreal engine 4.20 if I recall correctly. The lighting is baked in because I tried…
Even after giving this simple modular planar mesh a proper light map in a second UV channel I get these horrible blotchy shadows.How can I fix this? Please note that: -I have already created a second UV channel with a proper light map and set UDK to read this as the light map channel. -I have already locked the UV's to the…
Even after giving this simple modular planar mesh a proper light map in a second UV channel I get these horrible blotchy shadows.How can I fix this? Please note that: -I have already created a second UV channel with a proper light map and set UDK to read this as the light map channel. -I have already locked the UV's to the…
So I've recently had the time to come back, make a lot of changes, adding new things, and finish this environment. I wanted to thank everybody that gave me critiques and suggestions from before. I'm still open for critique and suggestions. I would like to enhance my lighting if there are any lighting experts out there. All…
I just want to throw this in regarding #3 and the lighting discussion: it does have lighting, it's just toned way down so the concept reads better. If you light that scene with the indicated light sources only you'll have an atmospheric basement with pools of light in a dark environment
Not exactly right! They absolutely need specularity, since it's part of the BRDF equations which drive these shaders! It's the core of a "microfacet". Specular map is 100% must. RGB Specular map controls the f0 of the Fresnel term which controls the reflection intensity/Fresnel and color. The gloss map simply controls the…
The horizontal light beams around the streetlights seem very out of place. Also, an orange-yellow light is more typical than a blue-white light for street lighting. You should replace the bright white moon circle with a proper texture. You can reduce the uniformity of the buildings by having some of the windows partially…
First off: GREAT WORK SO FAR. looks awesome. Second: The indirect lighting (in this scene that's pretty much all of it) needs to be bumped up. I have some advice with the UDK: It looks like you are using the 'environment color' setting in world-properties to calculate the scene's indirect 'cloud' lighting. This scene's…
Hey almighty_gir ! Thanks for your replie ! If I can say something, I did a "dark" scene with only two source of light and the first is the red light of the light saber ! If you are in the dark and you've got a lightsaber, the light will inevitably enlighten me, right? But maybe the red light is to strong !
Another lighting attempt, I'm liking this one alot more. I moved the light rays so that it works with the Crysis lighting, which is, the sun rays are coming from the door window. Change the lighting color near foreground to a more orange color, with a softer blue lighting in the background