It's because you've rotated the mesh after baking. It's not a specific side of the mesh that is the problem, it's that you've baked absolute object (aka world) space normal directions into that map, and then rotated the mesh. What you're telling the shader is that left is right and right is left, which results in lighting…
****Post Four**** Today I have been really focused on the fined tuned aspects of getting all the light settings just right as well as playing with post effects to get the right mood. I found this wonderful image online after search forever that gave me some insights and inspiration and motivation. The step are coming along…
Hey, good start. When it comes to models, you've got a pretty good blockout. However, on the right you seem to have a wall make a curve for the ceiling, while it should be straight. This also effects the couch next to the wall; the backpiece of it is too thick, it should be way narrower. The blue table in far left corner…
Heyo! On my side the First Person Example (UE5.0.1) had Virtual Shadow Maps (Beta) enabled as default Shadow Map Method in the Project Settings and "Build Lighting Only" has no effect. To bake light as I used to, I had to switch the Method to Shadow Maps. When using Virtual Shadow Maps, this helped me to somewhat improve…
I'm trying to replicate the effect of sun hitting a window blind, and scattering in a cross-shaped pattern. This is for Unity using a Vive headset; it's for architects to preview different kinds of window shades in VR, so it needs to be as accurate as I can make it. I'm using Shader Forge. I know I can use a dot product to…
Fully agree with the point about the pipeline and material editor. However, I think that CryEngine is much easier to use and learn than UnrealED; basic object manipulation can be really clunky at times in UnrealED. BSP's are far better in UDK than in CE2; Solid Tool is an unfinished and completely unsupported feature. I…
Thanks for all those positive comments! Very appreciated. :thumbup: Mr Smo : I'll do decals and vertex blending and all the polish later on, that will probably be the last thing I do right after some props. It is indeed much needed. And you're totally right about the AO being way too sharp and strong, I'll keep that in…
[ QUOTE ] This is why you need a good contract. I tell clients up front that if they change their minds and fuck about, I'll invoice that as extra work. Take precautions, buddy. [/ QUOTE ] Quoted for truth. They need to know they are the ones causing the extra work, and they need to know that the changes they are asking…
Great tips guys, I'll surely take them into account! As for the colored lighting I agree with what you guys said. I tried to put in some color but the way I'm doing it is not really working. The Zest sign is supposed to be solid. It looks full bright right now because I added a strong spotlight on top of that, but it is a…