Hello ! Here is my issue: I am building a scene in UDK, and I added some small skeletal mesh of red papers hanging from a tree (This scene: http://24.media.tumblr.com/d711070f088552607e9f4547f62ddb39/tumblr_mijesgBQlZ1s6o4nio1_1280.jpg ). The thing is, with my ambient lighting of the scene, and the lights positions, there…
I'm quite new to writing shaders but this one problem has made my hair grey way too quickly: I'm trying to write a foliage shader with good looking backface lighting. The problem I'm having is the post process AO in the project. Whenever I use anything other than the Standard lighting function, the AO behind the object…
Ambient lighting where for art thou ambient lighting? Read up on 3 point lighting don't just look for 3D specific sources but check photography sites, especially semi-pro sites that have users that like to build their own lighting set ups. Make note of light position intensity and work around they come up with. We have the…
I didn't want to make it too bright outside because I wanted to have contrast between the fluorescent light inside and the sunlight outside, I'll fool around with the lighting and see what I can come up with, maybe I'll just make it night. The hoses from the ceiling were like that in the concept I've been working from, but…
Hey guys, I'm working on a block-out of a basic environment and am trying to setup some basic lighting, but I'm having an odd issue where my preview/build lighting light is way different from the lighting I get in-game. If I build lighting, I get the normal lighting I want. If I try to go in-game just after doing build…
Hello I have noticed that I´m putting a lot of time into tweaking albedo values in Quixel after the asset is rendered in-game for the first time. I had to export the albedo texture from my last asset like twenty times to get the brightness and color right. The colors and values from Photoshop are quite similar to the final…
Depends on what you intend to do Theres the 2 sides, 1. Offline 2. Realtime Some people only present their models in realtime environments because they think its the true way to go, dont know about offline rendering or think the rest is cheating or all of those 3. If you are one of those, you may want to use presentation…
When it's an interp actor, it's lit with dynamic lighting (plus some indirect lighting) while a static mesh is lit usually only with lightmaps generated with Lightmass. These lightmaps in UDK tend to greatly wash out the details from the normal maps and make it look flat. Boosting the normal map intensity in the shader…
That looks like a fun gnarly character with a lot of detail, but especially the beauty shots are really hard to read. The metal arm basically disappears into the body in the first shot, even without squinting. Perhaps you wanted to show the skulls, but having a stronger light from the left/back/top and less from the front…
I'm having 2 issues in 3.06 that I don't think I ran in to in 3.05 1. Lights in general don't seem to be casting shadows properly. I can have a light behind an object with shadows, ambient occlusion, and GI turned on, and the light will still cast through the object even though it's not there. 2. Spot Angle seems to be…