OK this isn't my blog. But I was at an animation festival a few months ago and was on spotlight duty. To glorify it up I liked to call it "Guardian of the Light". Freaky right? When it comes to Lara, I'll never forget the T-Rex from level 4. I screamed so loud my parents thought I was being murdered.
I didn't realize it until testing, but it appears that light linking using channels allows me to dictate which objects are affected by which lights but no matter what I will always get a shadow from "unaffected" objects when I bake the lighting. Perhaps I'm doing it wrong though. How do I correct this shadow?
Hey guys, I have an issue about how to create sparkling light effects in 3ds Max. If possible with mentalRay or Scanline, no VRay. Here is the concept with the effect I am trying to achieve: So it is supposed to represent a flickering, living light. Like from a willow wisp. Is that possible with lights? Or would you use…
Thanks for the responses, Im doing an art test and it requires light maps for my entire scene. Ive never used light maps before so Im not really sure where to start. Its (the final scene) supposed to be only in 3ds max, no UDK. My second question was regarding modularity, Say I have a crate, then I instance it around the…
I've been trying to track down the cause of this issue but have not had any luck. If I find someone with a similar issue on the Unity forums nobody seems to have found a solution for it. After my light bake, I get this pixelated edge that can be seen only at certain angles and it doesn't matter how close/far the camera is…
a simple box with a normal map applied I get horrible lighting seems. only on the back shaded side though, the front looks fine. I have separate smoothing groups on each side plenty of padding on both the Uv channels All my faces are separate in the UV layout I have made changes in the UDkEngine.ini file including I set…
Bloom isn't about the brightness of a light, but rather the amount of particles in the air. Think of a light source on a foggy night vs a clear night. I agree that a lot of games overuse the effect though.
i am living through you likeness study guys/gals where i can help and attempting to match / learn, how to do this as well by helping you all. So adding the eyebrows might help and matching his actual eye colors might also, otherwise i'd make everything grey/gray scale and make it easier on the eyes and to see the light…
Specifically, for X-COM-like games that have isometric 3D perspective, tile-based environment and gameplay where the environment is mostly cosmetic and seen from a distance. I've seen some workflow that jump into the materials and texture blending as soon as the basic geometry is in place, reserving the lighting for the…
I'm working on a real-time environment, but is it worth trying to get the lighting to look good in Max's viewport, or should I just fake it in a render? I'm almost to the point of just importing it all to Unreal 3 so that the lighting works how I want it to. Any recommendations? I've had a look at several other lighting…