Hi Jon, you're right, our approach to materials and lighting is a bit different but it was not really new to me since before Remember Me I was mainly working in offline CG and doing rendering with Vray which is a bit similar to what we wanted to achieve. For the lighting it changed : the specular highlights, which were…
Navi271, your questions are very good : First, even though it's not really lighting, the decals seem to appear on the "detailed lighting" view mode, so this can be a little confusing Second, sometimes the decals don't show up in the editor, so I guess my "final image" screenshot is missing the decals... In our version of…
Hi polycounters, I have been working as a lighting artist on the game Remember Me published by capcom and released in june this year, and I was willing to share to screenshots showing the different passes that compose an image in our game. We don't see much pure lighting threads on the forum and I think it is kind of…
It's the distance field shadow right ? http://udn.epicgames.com/Three/DistanceFieldShadows.html Anyway, thanks a lot for the breakdown ! I strongly loved the lighting in Remember Me. :)
Wonderful work, Laurent! It's very refreshing to see the work of a dedicated lighter. Thanks for the post and breakdowns, and congratulations on such a beautiful game! Remember Me had a very interesting approach to the materials and lighting. I recall a video explaining the albedo, roughness, cube-mapping, etc. It was such…
I think the only documentation you would find on UDN would be : Lightmass and character lighting : http://udn.epicgames.com/Three/Lightmass.html#Character lighting (little squares on the picture represent SH lightprobes) Light environment : http://udn.epicgames.com/Three/LightEnvironments.html This is the system that reads…
Thank you all for the feedback :) Hi o2car, does vanilla designate a perticular version of Unreal ? Unreal 3 and UDK now support SH lightprobes, I think it came with the lightmass integration. It works well, I just would have liked to have more control on the lighting it generates, especially on it's directionality : in…
Hi Razorb, I would rather not publish screenshots of the lightmaps UV because I was not doing them myself, only doing some tests and giving advice to environment artists. I recommended them to read this interesting page from worldofleveldesign.com :…
Inspiring, really. I would most of the time stop in this game to look at the environment because of how real the lighting looked. You did an amazing job and I'm glad you shared your lighting process. Lighting is something I'd like to improve on. Thanks!