Hi I am working on a small topdown shooter project and I am experiencing some fairly harsh limitations of the unity lighting system that I am wondering wether can be circumvented or not. Currently my only option is to Work in forward rendering as I am using Shader Forge for my shaders and unfortunately Shader Forge does…
Hello everybody! I'm working on a game for school right now which is highly dependent on selective lighting, and we have come to the point to where the lighting solution we're using is too expensive, and our levels are suffering for it. I don't have that much experience in the Unity engine, but what we have now is a series…
Hello! This is my first time actually posting to Polycount. I've been working on this library scene for a little while, and I've found lighting this to be a lot more involved than I anticipated, so I would love feedback on if I'm approaching this correctly. At first I ran into a lot of issues where small lights (even 1…
Ahh crap... I figured that would happen. Curse you again Max2008! Good thing I decided to post a screenshot. When I get a chance I'll convert it over to 9, but I'm not sure you'll need it by then you're picking this up pretty fast =P For dramatic lighting you want to keep the dramatic lights from shooting light into the…
Ok so I'm just going to start by saying that I do not have a good understanding of lighting or displaying my work in UDK. I have modelled and UV'ed the major assets of my scene (I use maya), and created a very quick and dirty light map for the asset you see here which is the first one I am addressing the major lighting…
In terms of stability both film and games are in a reeeeeaaaally scary place right now and competitiveness is through the roof and then some. If you're in a position of stability right now then it might be worth it to think about focusing on where you'd like to land a few years down the road and take this time to build a…
Ok, as promised, here is a little bundle of Lighting/composition hints which you could apply in your future scenes. PART1 As I've mentioned, PBR is a new trend and while it is cool thing, the aesthetics foundation didn't go anywhere, and nice lighting may be done well no matter the generation of engines or hardware... The…
its got no apparent light source but it has light shafts which suggest a strong light coming from somewhere. Anyway, the image is too dark and muddy. You can keep it low key but there needs to be more light somewhere to make it interesting. As it stands right now it just looks underexposed.
@Noth I agree, Remember back with earlier Godot versions it was really rough and yes very unusable, but Godot even at that time showed potential. Great to see how far they have come especially now we seeing projects like Return to Vostok being developed in Godot. With Blender I only really am getting the hang of it due to…
When you export you don't export 'texture tiling' settings, you export UVs. So, you shouldn't need any coordinate adjustment in Unreal if you've got it looking right in Maya.