I use a directional light in my game to represent the sun. From what I've seen Unity PBR only works with point lights? Would the voxel lighting Neox linked be a remedy for that? I understand that PBR makes materials look correct under different lighting conditions, how much different would PBR objects look without the use…
It does look like it'd be fun to skin, yeah! Pretty cool model, although imho the texture could be much improved - too many things to list in text so I'm gonna do a paintover when I get back from the shops - watch this space! Ok, here we go. It's a really crappy paintover, nowhere near as good as I'd like it to look, but…
You don't need to paint every single strand to make it look good. (: Fur, like hair, isn't merely "a collection of strands spread evenly over an area", they tend to "clump" together. That's what produces the shape flow and that's the reason some paintings look somehow overworked. Under certain lights and distances you…
Do we ever have a treat for you. Some members of the amazingly talented environment art team over at 343 Industries have put together an article on creating the environment art for one of the largest releases in video game history - Halo 4. This article was written by the artists at 343 Industries - not us - specifically…
Hello all. I'm an aspiring artist. I started to dabble with digital painting a couple of years ago, but only over the past year or so I've started to take it more seriously. I've been struggling to make the time for it and it takes me far too long to paint currently but I think I'm slowly getting there. I'm in the process…
The scene is coming on nicely and its great to see your progression however I feel like there are several things that could be done in order to further improve the scene: 1: My biggest issue at the moment is the lighting, its difficult to tell what direction the sun is coming from, there are several reasons for this: - The…
Static lights are using lightmaps for lighing/shadowing/gi so its pre-computed, so its cheaper than calculating the shadows in real time,but it costs memory (if i know right) because of the using of lightmap textures. UDK dont have real time GI solution, so you can make GI with lightmass (precomputed lighting) and you can…
Noticed there was some discussion on lightmass earlier in the thread and questions on how the lightmaps are stored. We do indirect lighting calculations for all lights unless they are dynamic. You'll notice there's a new light type called Dominant (direct,spot etc) and you can only have one of those touching a surface at a…
Did a quick paintover messing with values a bit to solve the issue of the flatness Mostly it's working with the lighting to get the correct brightness. It should be brighter by the window and darker everywhere else, but right now the lighting everywhere is sort of the same value. Also try get some of the contact shadows on…
This is a super solid scene, but I'm going to have to agree with the rest of these guys. The green filter makes it feel really stale to me. Blue feels more mechanical and spooky. If you want to do an oddish kind of green look, then make it localized with those hanging lights. Not often will you find this color green light…