So after lots of reference-gathering, I'm combining my blueprint-making with my blockout lighting studies - making super-quick whitebox environments and also turning the light fixtures into blueprints so I can iterate this stuff faster: Example of a BP of electrical switchgear with green illuminated buttons as a…
RE lightmap UVs, unless it's something complicated or with lightmap-unfriendly shapes, I just let the auto-packer do its thing :) RE bleeding - I find if you're careful you can avoid bleeding. E.g. if I have a group of light fixtures in the same room (like the example above) I like to have the immediate spot lighting as…
WIP setup for a fake inset ceiling skylight: * Upward-facing Static Rectangle Light for lighting the inside of the inset, and providing Indirect Fill (Attenuation Radius can be Multiplied) * Downard-facing Stationary Rectangle Light for the main light * Toggleable Shadows, since it's easy to get unrealistic shadows from…
Pretty pleasant to watch a focus on light, well done here! I'd really like to see a timelapse of one of these or even a bit of work on it! (deus ex one I'd vote as it uses light textures I'm not very familiar with!) But just reading you two discussing just above already taught me lots, love this thread! Hey question, have…
For some more insight into my process, I spent my lunch break today making paintovers for my own reference - corrections/adjustments to make to both the lighting and the dressing: Some reflections got blown out by some intensity and bounce increases This room needs a lot of work, it's very WIP - the floor tiles have an…