Hey you lovely poly-extruders ! This is a quick scene I cobbled up with megascans assets to practice lighting in different times of day. HDRIs are from hdrihaven.com (f'ing love this site), the lighting is fully dynamic, using tinted DFAO and coloured bottom-skylight to fake light bounces, everything is lit via a…
If you have your MR set up to use image-based lighting: Render Options (Mental Ray)> Indirect Lighting **Environment**>And click on the image-based Lighting and select your image. Then go to Color>Batch Bake (Mental Ray) **OPTIONS**> Bake to VERTICIES> Then set the color mode to Light and Color. There are tons of options…
+1 to the second UV channels for lighting I also try and keep my lights in between 2 meshes. I notice lighting issues a lot more when I have a light directly over a mesh. It seems to steal all the light and then give the other meshes less :P
Is there a way to set up my scene to use vertex lighting? I'm looking at building something to look like an early 3D game, but the modern lighting completely betrays the aesthetic. Is there a way to get the engine to render the scene use vertex lighting?
Remedy Entertainment, the creator of Quantum Break®, Max Payne®, Alan Wake® and Death Rally® and one of the leading independent game studios in the world is looking for a Lighting Artist for a key role working on Remedy’s projects. We are looking for an artist capable of bringing the best out of our environments and to…
lightmaps do funky stuff when they aren't receiving any light, or barely any. you can either turn up lightmap resolution or add a skylight or some other light so that lightmass can correctly calculate the lighting for that mesh. it can be real dim so that you still get a similar effect. if that doesn't work, maybe disable…
ok so i'm trying to get some good lighting for my renders, and i'm constantly disappointed! i can never seem to get that... "pop" from my renders. i understand the quality difference between my work and some other people on here, but i also realise that my lack of knowledge in how to render a scene doesn't help me either.…
Im using unity free and id like to bake my scenes AO but not my light so that lights can be turned on/off but AO is visible when they're on basically can I only bake AO and then set it to multiply and not ignore light?
Im really bad at lighting both in 3DSMax and other software i.e Mudbox, UE4 Unity and i really want to learn more. I have a basic 3 point light setup but using that to light and make the asset look good is not a strong suit. Be it characters, or weapons my renders never seem to look great. So im wondering if you consummate…
Forcing a 3 point lighting setup onto your models is a mistake for most people. Start with a single key light and a fixed camera. Using the single light establish forms. Then work on ambient/fill contribution, and then lastly add accent lights to show off planes/forms/reflected light you are trying to convey.