The lighting is too flat, imo. Particularly in the night scenes, there is too much ambient and very few darker areas. Very little variation in color either. Still, educational nonetheless. We don't have people specifically designated at lighting artists, but do have some folks that are much better at it. A lot of time our…
You can't really judge the light intensity by whether or not it looks correct in the viewport until you expose for it. It being white is expected because you're using a much wider range of intensities that need to be accounted for. You can increase max exposure value to something really high like 10,000 or just enabled…
Hello everyone. I am a junior artist and terrible doing lighting. I would like some tips to improve the light in unreal, Maybe different light colors or postprocessing options. Lighting is a very important step as an artist I am looking for feedback to do it right. The more I look to my project the more lost I get. I am…
Having used Unity extensively for baked lighting for standalone VR and mobile games, I wanted to push Unreal light baking further for AEC / VR use but for PC specs. Goal was also to get as much clean result as possible without 10 hour wait and within 2-4 lightmaps. (Bake times 45mins - 1 hour) All lights are set to Static.…
Anyone know some good light baking/vertex lighting/ambient occlusion tutorials? I've seen it mentioned around before. But I'm not really sure how to do it or really what it is. After you bake the light into the model, do you not have to light your scene? How does it work, I say, how?
My typical workflow in toolbag as a newbie. 1. use default skylight 2. add sky light by LMB on the light editor 3. the light will become "Sky Light 1" and; Type: Directional Cast Shadows On by default Contact Refinement Off by default my problem was the additional sky light 1 has no effect on my object until i turn off the…
Outer space lighting is difficult because there's not really any commonly agreed on lighting setup, unlike an outdoor scene or an interior scene. My suggestion would be to create a single DominantDirectionalLight (parallel light) facing the direction of the sun with a slightly yellowish/orange color. Then use a very dark,…
This sort of lighting would generally be created with an HDR panorama image of the sky used for image based lighting, and a directional light used for the sun. You might want to remove the sun from the IBL too so you're not rendering the sun "twice". The overall lighting contrast would be controlled by varying the…
If you like working on phenomenal projects, collaborating with great people, kicking back during monthly social events and free lunches on Fridays..then the Third Floor is looking for you! Since its inception 10 years ago, The Third Floor has worked on Hollywoods biggest blockbusters, contributing to over a billion…
Looks great, good lighting will make or break an environment piece. No matter how good you can texture and model it will never look good unless you can present it with good lighting. I have a question regarding GI in the CryEngine, I heard that you use a primary light which has real-time GI. Is it possible to use multiple…