Hi all! So i've been repeatedly banging my head against a wall for the past two days trying to get my custom foliage model to light properly with the instanced foliage paint tools. Basically all I wanted to do is use a non-directional lighting mode and disable shadows on the foliage so that it will better blend in with the…
Hi, my name is Tobias and I finally found the time to join the RL contest. Already saw some great stuff here and hope to find more time to work on my entry. Just created a quick teaser to get myself in the right mood for the contest:poly121: [ame]www.youtube.com/watch?v=Xofnjlkr9po[/ame] I will try to update my thread…
Hi guys I'm working on an environment but don't know how to create a fog effect around a light source. I tried but It doesn't look good using point light light any idea?
Yes I have SimpleGrassWind Node Okay now I Disable "Light Map Resolution" and the result are look OK. Right now UE4 are using light map from my Grass Mesh instead right? So this should not cause a problems about "Light map Memory" later right?
Lighting within UDK is one of the topics that seems to pop up time and time again. I'm bringing it up one more time~ While blocking out my environment I came across this odd lighting thing. No light source present within the room -at all-. With the player's torch on, so you can compare. The area is fully walled off,…
Adding on top of the lighting comments you've got so far, I'd try and focus on where your main focus in this piece is... as right now you've got god rays fighting with the green terminal light things (not sure what they are?) along with the reflection off the floor... perhaps drop the bloom a little too, great start though!
Max: Alt+Q Isolation mode PS: SHIFT+CTRL+D Reselect Unreal: select by property: shift+click on property (e.g. brightness 0.5) then right click on light in viewport and choose select by property to select all lights with the value of 0.5 WinXp (possibly Vista as well): Shift+Pause Brings up System Properties
I like how you have two different light colors. one for inside the dungeon and one coming from above, im guessing outside. Might look better if you made the outside light from above spread more and actually hit the floor of the dungeon. As it stands right now it seems to stop too abruptly.
I really like the models and textures. In the final night render I don' think it reads well as a composition. Your horizontal lines point to the lights on the light and don't give much of a pay off, while the right side of the comp shows off none of the detail of the door or the area before it. Work on the comp and it'll…
these were my initial thought on lighting the scene so it's something like dark hallway no light maybe dark moonlight from the window or some cracks and character is holding the candle lantern and get some nice lighting on her face this was my plan and it just doesn't look good i keep trying things like changing light…