Hm, simply throwing the meshes into Painter and baking an normal map (OpenGl), then rendering the mesh with that normal map applied in Toolbag, I couldn't reproduce the shading issue you showing in your post. Here is the result I get in Toolbag (hid the left boot for better visibility of the seam): Attached you find the…
Hey, just wondering if anyone knows is Tombraider 2013 fully real time lit? I'm playing it on pc and I just turned off shadows and ssao to see what component of the indirect light they are baking and to my surprise I didn't see any kind of indirect light maps. Am I right to assume this game is fully real time lit?
if you feel like you're falling behind, keep a journal so you can see the rate of your progress. You might find that you're actually accomplishing more than you think. Also with hard surface stuff like this, the last 10% of polish is really important; a darker cyberpunk, neon-lit alleyway could be a better composition fit…
Hi everyoneUsing this concept art I found on artstation ( https://www.artstation.com/mukholov ) I'm creating a similar scene on Unreal, looking for some feedback as i've been sitting too long wondering how to improve it more. A few things:- I haven't finish the lighting (and the bg! ) at all, only some few tests. I'd like…
When I try to render an AO for my model, the AO comes out as if it did an auto unwrap and doesn't use the unwrap I did. Any ideas as to what is causing this? When I click render "Automatic Flatten UV's" pops up in the modifier panel. Edit: Never mind, the channel wasn't right on the render :poly117:, and auto unwrap was…
This afternoon I spent a while working on a lighting previewer. Then max spoiled it Im in max 8 I want to have a day cycle animation, where an ambient light turns from day to night and back over a few hundred frames. The ambient omni in the scene will change colour and strength, then I'll have a sun and maybe a moon on an…
You might check if the mesh has it's triangles separated and so try *Mesh -> Merge by Distance* and then *Face -> Tris to Quads* (possibly playing with some options like smaller distance, max shape angles = 60 degrees.. ).
I am confused. Aside from dealing with this problem, I'm trying to come to grips with GI in Unity and to identify the suitable lighting / lightmapping settings for a metroidvania played from this camera angle... The game mostly takes place indoors and outdoors, with a timeline from 3pm to 8am. Ideally, it would be possible…
Hey all, I just finished an article about the career of Lighting in games. Note that this is not a tutorial or a technical white paper, but more of a layman's description of what a Lighting Artist does (besides moving lights around.) :) If you, or someone you know, might be curious as to what goes on in game development as…
low-poly Acog 4x32 sight mounted with rmr red dot. this is a low-poly asset made for use in game engines. https://www.cgtrader.com/products/acog-sight-8cf39b49-8216-4dfd-9c62-66e1a7f0b450