I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Ok, I'll do 2 posts here. This is a noobtastic GI light dome but it works. I've got another one on my work machine I can show you on Monday if this doesn't work. It's real similar though. Paste this in the script editor and hit enter: //PrerenderPyramid v0.7 - (c) Dmitry "Troydm" Geurkov int $lights; float $intensity;…
Hello, I’m Melih. I’ve been following the forum and trying to read the posts for a while. I hope I’ve opened this topic in the right place. For the past 2 years, I’ve been doing all my work only in Blender. Learning the program took a lot of time. Before that, I was using CD4 (Cinema 4D). I used to create sculptures and…
Generally, stationary light is the highest quality one, because it will have nice specular, unlike the static one. Its kinda like the best of both worlds. Its also the most used one in games made with ue4, at least on pc/console. Lower end devices may require fully baked lighting. About the lightmap uvs: Unreal can usually…
Hello everyone, this should be a really basic question: I have a scene with just one light source: the directional light. and all the shadows look weird after the light bake, what is the reason for that? am i missing an essential step or something? (and, oh god, ignore that sofa)
You can improve your lighning. First what software do you use? Max, Maya, Blender? Some game engine ? Also you can work at specular and gloss: Table can have high spec with low value of gloss. On the wall you can add bump map/normal map. You can lighten the color of the ambient light, or add some ambient light. Also render…
Now that I've more or less come further than I did before it's hard to write this thread like "feedback to my former self", so I guess this will just turn into a WiP thread where I make some jabs at my former self, "this is what you should have done". Did some further tweaking of the lighting to get a softer result. I know…
***FIXED*** For some reason it seems I had Force No Precomputed Light at ON. ***FIXED*** So I got an issue and the cause eludes me. The lighting of my UDK environment won't build. So I started my map with lights already built. I decided to make so mesh and material changes then I wanted to rebuild the light. Light building…
galaxy uses a per model lightning system, just based on the indivdual shader, i.e. they use an envball with modulatex2 on a regular flat color texture to get nice shading. on top they usually add a hardware rim light. each model has their own shader with different settings, so there is no unified lightning approach. and…