Anyone know how to do a render in maya using no lighting? I want the effect you get when you go to 'Lighting' and select 'Use no lights' in the project window, where it just shows your textures totally exposed without lights. If anyone knows how to render with vertex colours showing as well that would be appreciated;…
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…
My portfolio is kinda skimpy. I have recently been playing URU Online. Myst is what inspired me to get into gaming and be an environmental artist. You couldn't tell that's what I want to do from the body of work I have up so far. So I have concepted an 'Age'. I will model and texture the whole thing, and in the end show a…
Lighting in games has always sucked and continues to suck. Its the advancement in shaders and post FX that have really given games their boost and allowed artists to relax a little. Sadly both of those things are also lacking on the ultra low end hardware... Depending on the game and the assets you could probably…
So I'm a little confused about Unity 5's new lighting setup. I have pre-calculated real time GI set to "on" and things light when added to the scene, and most of my lights are realtime and not set to "baked" as I'm not generating visible directional light maps (the ones that used to show up in the lighting tab after…
I cannot figure out how to fix the light leak in my model without turning off the sky completely. I've tried turning off backface culling, turning GI off, changing the voxel fit. I'm at a loss on how to use the sky without it causing lighting issues. Thanks! Sky On - Light leaks from the ceiling Sky Off - No light leaks
I've seen a lot of good tutorials on light maps, one of my favorites is one by the world of level design that goes pretty deep on light maps in the the Unreal engine. My question is how much space between UV's do you really need in your light maps to make them look good? In the tutorials I've seen it shows quite a lengthy…
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…
Im trying out Shader FX mostl, to just see the painting of diffuse and spec with normal maps from Photoshop. The default dx or phong render many times "forgets" to update the textures. That and the DX shader of standard material 90% of the time renders the object as unspecular phong, no matter my settings (this is Max 9).…
All caluclation, comparisons must be done in the same 'space'. I.e. camera space is the view of your rendered world from the camera perspective, light space is the view from a single light source etc. It is better to use a single space and transform all other data from their original space to this common space. Most modern…