Hi my name is Brian Choi, and I'm the student Art Director of "Core Overload," an Advanced Final Games project for the Fall 2012 - Spring 2013 year at the University of Southern California. Core Overload is an 8v8 online multiplayer spaceship shootem-up revolving around customized ships with component based destruction. I…
They probably aren't hidden by object, or by layer which "right click > Unhide All" would bring them back. They are probably being hidden by category which is a separate method. Short Term Fix: On the display tab (looks like a little monitor next to the hammer) under "Hide by Category" see if "lights" is checked on. If so…
Hi, I am doing something similar but in first person and targeting PC so I am using the deffered pipeline with custom shaders using AO maps with ambient imagebased lighting, one directional light for sun/moon and a bunch of dynamic spot and point lights. I doubt something like this would be viable on a mobile platform…
Hi! I have this scene I'm working on in Unreal Engine, and for some reason, the water material in the scene is not taking any static light. Base color is black, when it should be white, and there doesn't appear to be any reflections at all either. The scene is surrounded by a black mesh that blocks any skylight coming in.…
I've been playing around with different lightmass, mesh, and light settings for the last couple days, and I'm not getting an effect that makes sense to me I have this: The left and middle pictures are straight shots from udk. The right one is a paintover of where I'd like to end up. And there are two problems. The first is…
More infos about the game (which will use an innovative concept into gameplay majors actions) : well, what is LiGHT ? LiGHT is a video game project i started working on July, with a small team. LiGHT will be a game-oriented horror and reflection. There will be no overarmed fighting. You will need to use your brain and find…
Koola's scene is under Arc Vis, Lightroom: Interior Daylight. I would use a bounce card like from his scene for that light coming from the top on the right door. You could probably use a very dim dark red light from behind the camera to get that fill you see on the top ceiling, and a cool soft blue light floating in the…
Ok here's what I've got so far ^ I'm currently attempting Wind Waker style lighting and aided with @SimonT 's very helpful Hyrule Travel Guide I think I've come relatively close. In the article it's proposed that you render a sphere 3 times: Pass 1: only the back faces into a stencil Pass 2: front faces increment the…
I might not be the most qualified to answer but here is a tip : To avoid this kind of issue you can try working more loosely. Since this image is more of an illustration you can approch it the 'painterly' way : just throw a few *very* loose lights first to get an idea of what you are doing, then work on light/shades to get…
Hey everyone! I think I’m ready to call this project finished. I’m excited to share it here, and I’m very curious to hear what you all think. =) This started as a vehicle-focused challenge and eventually grew into a small sci-fi checkpoint scene built around the hover bike. The bike itself was the main focus: I wanted to…