I just switched to lab color mode, selected the lightness channel, ran the highpass on that, and then a very slight change to the levels. Then switched back to rgb. No overlays.
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You are right indeed, I did this and it was my "roof" planes I put in just to block out the sun from inside that had no UVs. I re-unwrapped the blockout model and re-imported to the engine, re-built the light and all looks beautiful! Thanks a lot!!
Stunning work on the props and especially the materials, lovely work! I'm not a huge fan of the final picture though, mostly because of the composition. It's quite hard to read because you don't really have a clear focus point. The original concept doesn't have a clear one either, but it has a lot of rhythm with the darker…
The mood I get from this picture is that the blood everywhere is my own; I've woken up bound and gagged on the floor of this ninja's home, or maybe it's my own home, and cannot see for shit in light of being drugged and beaten the night before. And perhaps knocking my eye/head on the corner of the table after jerking back…
alright, i have another question. since i can't texture and won't learn it in 1000 years i use the ambient occlusion rendering method within 3dsmax (scanline render with light tracer) as a base for all of my tf2-models. no every now and then i have these "light sources" in my models (especially on my lights pack ;) ) and…
I cannot figure out how to fix the light leak in my model without turning off the sky completely. I've tried turning off backface culling, turning GI off, changing the voxel fit. I'm at a loss on how to use the sky without it causing lighting issues. Thanks! Sky On - Light leaks from the ceiling Sky Off - No light leaks
I've seen a lot of good tutorials on light maps, one of my favorites is one by the world of level design that goes pretty deep on light maps in the the Unreal engine. My question is how much space between UV's do you really need in your light maps to make them look good? In the tutorials I've seen it shows quite a lengthy…
Hey @PuuroMan ! Looking good so far! A few ways to make the outside light comes in a bit more: You could increase the indirect light bounces and intensity, this will make the ligth coming from the outside bounce a bit more inside and light the scene a bit You can also increase the post processing exposure (although that…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…