https://www.artstation.com/artwork/LVlg0 As much as I like the original environment, since it's available for free, I thought I'd give re-lighting this corridor a shot with 4.16 - drawing inspiration from DOOM, Blade Runner, and the Palisade levels in Mankind Divided. The sci-fi theme was an interesting excuse to…
Hey man that looks sweet, so what you've just print screened a couple shots? I'm using max by the way I rendered using catmull(after researching this sight). The thing I dont like about not using lights is i get unwanted shadows... so then i try an self illumination color and that changes the look of my char entirely.
Hello guys. I have a problem with interactive and production render in vray for 3ds max. When I set lights in interactive mode and then I start production render, the lights and whole image is lighter. Can you help me please?
3DS MAX LIGHTING TD Location: Los Angeles, CA Position Duration: Approximately 3 months Qualifications: -->Must be able to create complex lighting schemes -->Must have strong knowledge 3DS Max -->Must have experience rendering in layers -->Experience UV Editing techniques and tools -->Must be able to work in wide range of…
Is this possible to do in UE4? ("negative" lights) Thank you. From [url]http://docs.cryengine.com/display/SDKDOC2/Light+Entities#LightEntities-NegativeLightsandDarkeningAreas[/url] And also From Shining the Light on Crysis 3 GDC pdf:
Hi guys, new to Toolbag here. I'm looking at imported models and noticing their own geometry isnt blocking light as I'd expect. For instance inside mouths/in crevices etc. surfaces are lit as though they are fully exposed and outside of the model. Specifically the light emitted by the HDR sky maps. Is there a way to…
it's exactly why I am interested just would like an opinnion if it could render something like moss , grass , fur like thing done with gazillion tiny mesh instances with proper light bounces and scattering through tiny grass blades or fir tree needles to have proper mild, tender fur like looking result and a nice noise…
@FazioH nice start! I'd recommend adjusting your camera perspective and checking proportions a bit; right now your boat in the foreground looks to be a couple meters away from the building, whereas in the concept they are much further away. Your building might come out looking too small because of this. Use your mannequin…
I like the first scene, good work! nice models and textures on this latest one but to me the lighting looks far too bright for the small light sources, I would expect some noticable bounce light on those walls but they look almost completely bright all across the surface? the light also seems quite cold across all light…
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?