Hey all, So I'm trying to put together a sample level for our game's pitch video and running into some weird lighting problems. Its hard to explain so I'll just show the video: http://youtu.be/ry6RnuHFhLQ Basically as you can see, the light seems to get darker and almost black depending on the angle of the camera. If I…
Hi everyone. I'm trying to make a shader that take the position of a light source (or any object or point in the world space) and start a gradient from it using nodes. Then, the "illuminated" area should be shown in the object as a gradient that the size depends of the proximity of the light source. It's kinda hard to…
I'm creating an interior in UE4, and wondering which is the best method for creating a cove light, such as the one pictured below: It wraps around the entire perimeter of the underside of the ceiling. Would you use an emissive material, or would you need to create a series of lights that follow the cove? Any help is…
Try out the UDK and familarize yourself with that. If you are making game assets they are going to be in an engine anyways.. might as well show them off there. The simplest light rig is a 3 point lighting setup... with a strong key light angled down from in front on one side of the model. A fill light on the opposite front…
Are you using any references/inspiration for the lighting? :) mostly asking because it seems to be a nice range of brightness where it's hitting stuff directly, but the indirect light seems weak if you look at the fabrics - might also be too dark albedo textures maybe? Small scale assets looks nice so far :) happy to see…
Hello, Im making a room and am trying to do the lighting so I get a nice render. No matter what I try it's just not looking good so I obviously suck at it lol and need help. May I have some tips or tutorials on lighting to help me please.
http://i55.tinypic.com/qozyfq.jpg What i want to achieve is a lighting effect which emits from the posts i have shown. I would also like to have a suttle fog so you can see the beam of light shining down on the platform. Does anyone know the best way to achieve this?
we all know that a good model with a bad lighting looks bad any tips and tricks that will boost my work are welcome here is an early wip scene and model i am using 2 omni lights behind his wings and 3 omni lights in front
Hi all, running into an issue with getting refraction to work as expected in Marmoset. Is there a way to stop the light placed inside of the"fish tank" from bleeding onto the mesh below? This can't be bounce light right..? The highlight seems to be coming from above. I placed a solid cylinder underneath with 0…
Hi, I am working on a project type fps game using a lot of destructible assets i created using 3ds max and Apex destructor. The problem here is that when thoses assets are lighten in UDK, their dark side (faces not touched by main dynamic light) is black, as black as a black hole. They cast a normal dynamic shadow on the…