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…
Hi, Neverwander I think your lighting is nearly there! If you wanted to make it look more presentation-worthy, consider introducing more coloured lights. Looking at office photography on google, alot of it features a cool outdoor light flooding into the space. Retail photography is often done at twilight in order to push…
I always had a problem(couldn't figure out) texturing cars tail lights, as different cars have different tail light textures. What I mean with tail lights is the exterior glass cover because headlight glass is just a transparent glass while tail light glass are different.Please guide me with the procedure to do so…
hi guys im making a subway scene for my portfolio, im having a little trouble with the lighting, for right now i just have point lights set up where i have the lights in the scene, but not at every light, it seems a bit bland though, i want to try to get some dynamic contrast anyone have any tips or tutorials i can check…
So, I repacked the UVs of my second tree, but it just moved the light problem.... could my problem be my light setup? I have a dominant directional light(basically the sun) and I have 8 other directional lights, wich basically give me the soft shadow color (to simulate light emitted by the rest of the sky). I'll experiment…
hey man, Unreal supports statically lit translucency only, not with dynamic lights (such as material editors viewport) If you set the transparency setting to translucent and keep the lighting model set to phong it should work. It wont appear correctly in the material editor preview because there is no baked static…
Hi guys, this is my first attempt to do light maps, I've read epic docs about it and made a couple researches and learn some rules and techniques to do such thing, but I still have some questions. 1 - My model has multiple UV sets for textures, can I also do multiple UV sets for light maps ?? 2 - Can I have massive…
Hi Does anyone know how to get rid of light mapping bleeds or have general advice for light mapping in UDK? I've tried everything I can think of to get rid of these issues, from keeping the shells sewn to cutting them up, snapping them to the grid with 3 pixel padding Light bleeds current UV Looks fine on a fresh import,…
Hey folks, I was wondering for a Solar System map where the player can fly around in, how would I project the lighting? Obviously the dominant source of lighting will be the Sun. However, I'm not able to have a dominant light project all around, but only in one direction. This means the planets on the other side of the…
Hello. I was wondering if you guys could answer a question I have with the matter of using baked lighting along with a day / night cycle and how it is usually done in games today and in the past. More specifically, I'm confused on the two concepts seeming to contradict each other. Baking lighting and shadows are supposed…